Visually Rendering DetectorVolume?
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				vintagegames
- Posts: 19
- Joined: Wed Dec 16, 2009 4:36 pm
Visually Rendering DetectorVolume?
How can this be accomplished?
			
			
									
						
										
						Re: Visually Rendering DetectorVolume?
A detector volume takes a TriangleMesh in the constructor, so you can render that TriangleMesh somehow or render the model that is the source of the TriangleMesh.  You may want to also set GraphicsDevice.RenderState.FillMode = FillMode.WireFrame when you draw the detector's mesh.  The renderer in the demo just draws the detector's model.
			
			
									
						
										
						- 
				vintagegames
- Posts: 19
- Joined: Wed Dec 16, 2009 4:36 pm
Re: Visually Rendering DetectorVolume?
What if I've created the TriangleMesh from scratch ( a set of manually created vertices and indices) and don't have a 3D model to render as a DisplayObject?
If I create a StaticTriangleGroup, I don't see a way to render that unless I also render the 3D model used to create the StaticTriangleGroup.
			
			
									
						
										
						If I create a StaticTriangleGroup, I don't see a way to render that unless I also render the 3D model used to create the StaticTriangleGroup.
Re: Visually Rendering DetectorVolume?
While the demos renderer have no built in renderer for that particular case, it is pretty similar.  The TriangleMesh already has a vertex list and index list.  You can convert them into a format that the graphics card likes (a VertexBuffer and IndexBuffer, for example) and just use a draw (indexed) primitives call. 
Here's a little introduction to it:
http://msdn.microsoft.com/en-us/library/bb196414.aspx
There's also a lot of other resources floating around the internet, and I'm guessing you could find something in XNA creator's website samples too.
			
			
									
						
										
						Here's a little introduction to it:
http://msdn.microsoft.com/en-us/library/bb196414.aspx
There's also a lot of other resources floating around the internet, and I'm guessing you could find something in XNA creator's website samples too.