Advertisement Jump to content


This topic is now archived and is closed to further replies.


Working with a mesh Vertex and Index Buffer...

This topic is 5843 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m trying to work with a mesh file as the terrain for my engine but need to use the vertices from the mesh vertex buffer in some way... What I''m trying to do (as have many other according to the threads) is to point and click on my terrain and hightlight (actually move my character to) that tile/face/position on the map. So the questions is, is there an easy way to withdraw the specific verticies that makes up a face (which I can get from Mesh.Intersect(...)). Regards Johan

Share this post

Link to post
Share on other sites
Don't bother, I've done it...

public void RenderFace(int face, Device dev) {
int[] vi = new int[3];
byte[] buffer = new byte[6];
VertexBuffer vb = new VertexBuffer(typeof(CustomVertex.PositionNormalTextured), 3, dev, Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
CustomVertex.PositionNormalTextured[] verts = (CustomVertex.PositionNormalTextured[])vb.Lock(0,0); // Lock the buffer (which will return our structs)

CustomVertex.PositionNormalTextured[] meshVB = (CustomVertex.PositionNormalTextured[])mesh.LockVertexBuffer(typeof(CustomVertex.PositionNormalTextured),LockFlags.ReadOnly,mesh.NumberVertices);
Direct3D.GraphicsStream meshIB = mesh.LockIndexBuffer(LockFlags.ReadOnly);

meshIB.Position = face*6;

vi[0] = buffer[1]*256+buffer[0];
vi[1] = buffer[3]*256+buffer[2];
vi[2] = buffer[5]*256+buffer[4];

verts[0] = meshVB[vi[0]];
verts[1] = meshVB[vi[1]];
verts[2] = meshVB[vi[2]];


dev.RenderState.CullMode = Cull.None;
dev.RenderState.FillMode = FillMode.Solid;


[edited by - JohanL on January 21, 2003 7:43:29 AM]

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!