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| OBB::TriangulateSyntaxvoid OBB::Triangulate(int numFacesX, int numFacesY, int numFacesZ, float4 *outPos, float4 *outNormal, float2 *outUV, bool ccwIsFrontFacing) const; [9 lines of code]Generates an unindexed triangle mesh representation of this OBB. ParametersintnumFacesXThe number of faces to generate along the X axis. This value must be >= 1. intnumFacesYThe number of faces to generate along the Y axis. This value must be >= 1. intnumFacesZThe number of faces to generate along the Z axis. This value must be >= 1. float4 *outPos [out]An array of size numVertices which will receive a triangle list of vertex positions. Cannot be null.float4 *outNormal [out]An array of size numVertices which will receive vertex normals. If this parameter is null, vertex normals are not returned.float2 *outUV [out]An array of size numVertices which will receive vertex UV coordinates. If this parameter is null, a UV mapping is not generated. The number of vertices that outPos, outNormal and outUV must be able to contain is (x*y + x*z + y*z)*2*6. If x==y==z==1, then a total of 36 vertices are required. Call NumVerticesInTriangulation to obtain this value. See Also |