Hi,
I found correct way to modeling this hole:
Use the picture in hole.png:
Create a geometry, for vertex buffer, add 0 - 15 to the array.
For prim sets:
1) Add tessellated top plane, need set its normal correctly.
2) Add tessellated bottom plane, need set its normal.
3) Add side faces for each
This seems like the age-old "you can't draw a flat-shaded cube with 8
vertices" dilemma.
Don't you need to repeat the same xyz vertex possibly multiple times? So
that you can have a different normal at the same vertex, depending on which
face you're rendering.
-Paul
On Wed, Jul 23, 2014 at 8:
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