Most of my work has been regarding generic mesh loading. I want to accept any incoming .X file mesh, but the engine only wants it in a particular format - position/normal/binormal/tangent/texcoord. This is simply so it fits the lighting model.
Taking advantage of some other things, the code just loads in the .X and performs a series of crazy cloning and modification and generates a tangent frame. Means that theres a good chance some source data will be lost in this process - but that's acceptable for now.
In the process of doing this I came across this debug output:
Quote:I was pretty sure that cleaning the mesh and specifying that it remove bow-ties should sort this. Apparently not. Ended up rolling my own code that splits vertices. Inefficient, but again, acceptable for the time being.
Unable to create consistent tangent frames in this mesh without splitting vertices
So my code technically compiles with 0 errors and 0 warnings, and there are no reported errors at runtime. Yet there's nothing on-screen [bawling]
Time to put on my debugging hat.
Quote:I did. So here, in all it's most amazing glory is my current project:
YOU PROMISED PICTURES.
I thought it was necessary to point out the complete lack of eye-candy, yet the fact it's consuming over 22mb of Video RAM in the process [rolleyes]