Problems exporting from 3dsMax 4.2 to X
Change the 3D data as follows:
1) Make your triangles wrap clockwise when viewed from the front. (i.e. If
you have vertices v0 v1 v2, pass them as v0 v2 v1)
2) Create view matrix that scales world by -1 in the z direction. (flip the
sign of the third row in the viewing matrix, i.e m31, m32, m33, m34)
Then your data can be used with LH coordinate systems.
Hope this helps
Microsoft Visual Basic DirectX MVP
The opinions expressed in this message are my own personal views and
do not reflect the official views of Microsoft Corporation. The MVP program
does not constitute employment or contractual obligation with Microsoft.
> And which are the steps I have to do in VB6 to be able to work with
> files by 3DS?
> I'm using the RH functions (D3DXMatrixPerspectiveRH and
> but it seems that its not enought. According with the DX documentation I
> have to "Flip the order of triangle vertices so that the system traverses
> them clockwise from the front", but I don't know what it means and how to
> > 3ds uses a right handed coordinate system, the default for D3D is left
> > handed.
> > --
> > Eric DeBrosse
> > http://www.blown.com/dx/
> > Microsoft Visual Basic DirectX MVP
> > The opinions expressed in this message are my own personal views and
> > do not reflect the official views of Microsoft Corporation. The MVP
> > does not constitute employment or contractual obligation with Microsoft.
> > > Hi
> > > I have some problems when exporting from 3D Studio Max 4.2 to a X
> > > using the plugin provided with the DirectX 8.1 SDK, but when I open
> > > exported file with the Mesh viewer it appears inverted. I mean the
> > up
> > > came down, the left right and so on... but as in a mirror way (so its
> > > only a problem of the position of the camera).
> > > Please, if anyone know have any idea on what can be the problem let me
> > know
> > > it.
> > > Hugo Marquez