Good News Everyone!
I Have Done my Presentation on my research assignment, and have ported the old blog to my new site (Here) Until Next Time
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Original I had thought that the UVs were controlled by the mesh and that I had no clue how i was going to do that as we were never shown that, so once again i referenced my direct X textbook and it turned out the only thing the mesh needed was the technique for the shader to use, and the shader controls the uv and texturing, knowing that it was quick to add a texture to the mesh. Once that was done, I had added a new array and added the points for all the leaves to do, and much like my mesh generation, i had made a new function to make a 2 sided mesh with a leaf texture and construct a mesh by hand, once that was done, i adjusted the position slightly, and viola, it was beautiful. Now the project is mostly done, now is time to tweak some variables and work on a presentation. Until Next Time! Probably the Hardest Part of My Project has been achieved, I have Created a few Algorithms to accomplish this, First the FindPointsOnACircle Function, returns a list of points around a point given in a circle, given amount of points wanted, Once that is done I then Use the CreatePolys Function to draw cylinders between each point using the list of points given from the FindPoints Function, I loop through this function until all the tree is done, I have also added a Scale to the function to scale the tree depending on its height. There are some apparent flaw, like the base being missing (its height being zero), open ended cylinders. I hope to have these fixed by the end of the project. Until Next Time! Another attempt at looking for the draw line function in AIEs Direct X Framework has yielded results, I Went through my text book, and searched the whole project until I found the AIE Function it was attached to, this took longer to figure out than i would have like,but at least i Have Found it in the end, And I works As well as could be expected, but if i iterate the L system too much, i will run out of lines to draw from the buffer, so as long as i keep the amount of line to a bare minimum, there should be no problem. Until the next post! I have succeeded in moving the L System setup into Direct X, and it seemed very easy and no problems have popped up, I Hope to have an OSD of the L system as I work on a Mesh Generator. Good News Everyone!
As I ended my work with the framework, i wanted to see the progress i had made with my l system. As It Turned out, I had made it far, although it was in gamebryo and used a separate nifs for each segment, I knew it would be a quick from there on in. I Had already made my own definitions and axoim and i felt that was a good starting point, and when i had the chance i would find a Better Lsystem Algorithm. Till the next post! I Have Stopped production on my Direct X Framework. The original reason I planned to use a custom direct x framework, was because I felt that i would have enough time to complete the framework i had been working on previously and doing my research assignment, simultaneously, but as things turned out, I had more on my plate than i realized, with most of my time going towards my group project, I thought it best to use the current framework at my disposal. Hey Guys,
I Havent been updating as regularly are i original wanted, so in the next few hours ill be posting mini updates on everything i have been up to. |