thelionking at September 16th, 2003 00:48 — #1
In OpenGL we can choose what we want do draw like GL_QUADS for Square and other stuff ... but in DirectX there is just TRIANGLE and other stuff related to it. :unsure: So, we have to use triangles to draw squares and other stuff ... right?
My question is if I want to draw a Sphere ... how can I do that? Do I have to generate it by an alogrithm or is there a function for it ...? :wtf:
dk2 at September 16th, 2003 01:03 — #2
DirectX9 has utilities (prefixed with D3DX) which can do what you need. Use this function:
unsigned int slices,
unsigned int stacks,
But if you don't want to use DirectX's mesh structure (D3DXMESH), then you'll have to generate the sphere yourself.
If you're interested, I can make a short article on implementing the algorithm for both OpenGL and DirectX.
Hope that helps.
thelionking at September 16th, 2003 08:48 — #3
Thanks :yes: ! Why didn't I think of that before? Thanks again ...!
:nod: I would love to see your article (anything related to DX now ... since I am learning that now ).
D3DX is a DX utility like GLUT is for OpenGL ... right ?
There are then functions for creating other objects in D3DX like there is in the case of OpenGL?
donberto at September 16th, 2003 10:13 — #4
D3DX is the Direct 3D sub-api of DX. so most [if not all] of the D3D code you'll have will be "prefixed with D3D" [a la apex]
baldurk at September 16th, 2003 14:28 — #5
bear in mind that regardless of the shape, it's always, AFAIK, split into triangles by the vidcard/API. So rendering is triangles is best all round.
thelionking at September 16th, 2003 23:17 — #6
Thanks :yes: ! Now I know why people told me to draw a quad through triangles in OpenGL !!!