Downloads:
Assignment07 64-Bit (DirectX)
Heads up: Windows Defender is currently flagging the downloads as viruses for me. No idea why. They are zips of the release MyGame_ folders.
Downloads:
Assignment07 64-Bit (DirectX)
Heads up: Windows Defender is currently flagging the downloads as viruses for me. No idea why. They are zips of the release MyGame_ folders.
I ran into an issue where nothing would render if I turned on DepthWriting and DepthTesting. It turns out that this is because I'd set my camera's Near Plane to 0. Setting it to a positive float value fixed this issue.
I did set my coil deeper into space, so the most interesting Depth-Checked overlap in my game now is with the Floor Plane.
Otherwise, I've exactly maintained the functionality of the previous versions.
This seems like a trick question. The plugin is able to build in Maya without any other part of the project being built. This plugin is entirely self-contained. While it includes many Maya libraries, that restriction exists without any other part of the project.
Also seems like a trick question. Nothing in our engine or game requires it to be built.
Indirectly, of course, the most recent version of the Plugin must be built in order for Maya to build our meshes the way we would like. In that sense, BuildMyGameAssets would not create up-to-date files for our project if a Maya export is made without MayaMeshExporter first being built.
This was pretty neat, and also quite helpful. I didn't show anything important, but this screenshot is at the bottom of the WriteMeshToFile call.
No. I figured I would keep it simple, and furthermore, I don't foresee myself messing with that information during this semester.
The mesh will be mangled, but the program won't crash. Since our IndexBuffer uses uint16_t representation for each index, it is impossible for us to render vertices beyond the 65536th vertex in a given file. Even if our file allows us to load in more vertices, it's an implicit limitation.