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evening,
I'm not good in english, so I try to explain my question as simple as I can.
I got a .x format mesh which was exported from 3ds max, and used uvw onwarp mapping.
Could I get the w value from vertex buffer when I load this x file into memory?
or any other way to get it?

Thanks.

regards,
albert.
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AlexlyBlue De Lu 9-Aug-10 5:37am    
As what GPUToaster said, I had tried to duplicate vertex buffer, and I could get the UV Information. But uv information is not enough for me to put them into render engine. My render engine sdk shows I need put uvw information if using uvw mapping.
So that's why I wondered how to get the w value...
By the way, thanks for your help.

AFAIK the vertex buffer cannot be read back. If you are trying to modify the UV sets then try duplicating Buffers. Because you will not get any performance difference.

Try using search engines. :)
 
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AlexlyBlue De Lu 9-Aug-10 5:31am    
Reason for my vote of 5
Thanks for your kindly receiving.
GPUToaster is correct, this has been discussed @ the Creators Club[^].

.X formats are not designed for "editing" type procedures, if you want to do this you will need to be working in DirectX, or OpenGl, NOT XNA. Xna is designed for displaying, not making.
 
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AlexlyBlue De Lu 9-Aug-10 5:31am    
Reason for my vote of 5
Thanks for your kindly receiving.

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