我找到了交叉点与函数'D3DXIntersectTri'的距离。 现在,使用距离值,我如何找到分值?
IDE:Delphi - JEDI
语言:Pascal
DirectX 9
编辑: 实际上我有2个圆柱体,并且想要在三维中仅渲染相交的部分。见图:
答案 0 :(得分:1)
如MSDN article中所述,您可以使用重心坐标计算点:
p = p1 + pU * (p2 - p1) + pV(p3 - p1)
答案 1 :(得分:0)
渲染到屏幕的某些部分是模板缓冲区的任务。除非你想从交集创建一个新的顶点缓冲区(可以通过剪切部分来创建,这并不容易),使用模板缓冲区会更有效。
模板缓冲区是一个保存整数值的缓冲区。您必须使用深度缓冲区创建它,指定正确的格式(例如D24S8)。然后,您可以指定何时丢弃像素。这是一个想法:
Clear stencil buffer to 0
Enable solid rendering
Enable stencil buffer
Set blend states to not draw anything (Souce: 0, Destination: 1)
Disable depth testing, enable backface culling
Set the following stencil states:
CompareFunc to Always
StencilRef to 1
StencilWriteMask to 255
StencilFail to Replace
StencilPass to Replace
//this will set value 1 to every pixel that will be drawn
Draw the first cylinder
Now set the following stencil states:
CompareFunc to Equal
StencilFail to Keep //this keeps the value where the stencil test fails
StencilPass to Increment //this increments the value to 2 where stencil test passes
Draw the second cylinder
//Now there is a 2 in the stencil buffer where the cylinders intersect
Reset blend states
Reenable depth testing
Set StencilRef to 2 //render only pixels where stencil value == 2
Draw both cylinders
您可能需要在最后一次渲染过程之前将compare函数更改为GreaterEqual。如果像素重叠,则可能存在大于2的值。