Thanks for the pointer. It seems like there's a bug with the code formatter when I don't have a space between i<something. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

### Show differencesHistory of post edits

### #7Corvwyn

Posted 06 October 2012 - 07:58 AM

Thanks for the pointer. It seems like there's a bug with the code formatter when I don't have a spaced between i<something. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

### #6Corvwyn

Posted 06 October 2012 - 07:56 AM

Thanks for the pointer, I did manage to mis-copy this somehow however. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

### #5Corvwyn

Posted 06 October 2012 - 07:56 AM

Thanks for the pointer, I did manage to mis-copy this somehow however. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;i<vertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;i<vertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]

### #4Corvwyn

Posted 06 October 2012 - 07:55 AM

Thanks for the pointer, I did manage to mis-copy this somehow however. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;ivertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;ivertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]

### #3Corvwyn

Posted 06 October 2012 - 07:55 AM

Thanks for the pointer, I did manage to mis-copy this somehow however. I've updated my code.

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;i<vertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]

I've checked the vertices after loading the model, and they seem correct. They're adjusted for weight or something, which I assume is correct according to the documentation.

[source lang="cpp"] vector<VertexType> vertices(vertexCount); for(int i=0;i<vertexCount;++i){ vertices[i].position = XMFLOAT3(aiMesh->mVertices->x, aiMesh->mVertices->y, aiMesh->mVertices->z); vertices[i].normal = XMFLOAT3(aiMesh->mNormals->x, aiMesh->mNormals->y, aiMesh->mNormals->z); vertices[i].texture = XMFLOAT2(aiMesh->mTextureCoords[0][i].x, aiMesh->mTextureCoords[0][i].y); vertices[i].tangent = XMFLOAT3(aiMesh->mTangents->x, aiMesh->mTangents->y, aiMesh->mTangents->z); nextVertex++; }[/source]