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date: Wed, 12 Oct 2005 14:25:02 -0700,    group: microsoft.public.win32.programmer.directx.misc        back       


Mesh & OOB   
Hi

I begin to manipulating skined mesh (using Luna's tutorial), and I'm 
thinking about how I will manage for collision.
I would like to use OOB (oriented bounding box), one for each bone of the 
mesh.
I think it is the way used by most of actual games (such as CounterStrike 
Source, when we enable sv_showboundingbox for saw them). 
I have seen that the format for Neverwinter Night's mesh store bounding box 
info for OOB. Maybe .X format do it too.

I have look at how the D3DFRAME and the LPD3DXMESHCONTAINER structures, but 
I didn't seen something for that. So, does the .x format hold a bounding box 
information, and how to get them ?
date: Wed, 12 Oct 2005 14:25:02 -0700   author:   DrMario

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