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 …?
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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.
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 :blush: ).
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?
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]
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
Thanks :yes: ! Now I know why people told me to draw a quad through
triangles in OpenGL :D !!!