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Zumichu

OpenGL .x files / opengl

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I''ve posted this in both the DirectX board and the Opengl board because I''m not sure wich part has the problem. I''m using OpenGL to render a .X file mesh. My problem is that I get mangled meshes. Below is my code: void bfXFile::CopyVertices(vector& vertices) { assert( D3DXGetFVFVertexSize(m_pMesh->GetFVF()) == sizeof(bfVertex)); vertices.resize(m_NumVertices); bfVertex* pVertexBuffer = NULL; HRESULT hr = m_pMesh->LockVertexBuffer(D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK,(VOID**)&pVertexBuffer); if (m_DXError.LogError(hr,this)) return; for (DWORD i = 0 ; i < m_NumVertices ; ++i) { vertices.Position.x = pVertexBuffer[i].Position.x; vertices[i].Position.y = pVertexBuffer[i].Position.y; vertices[i].Position.z = pVertexBuffer[i].Position.z; vertices[i].Normal.x = pVertexBuffer[i].Normal.x; vertices[i].Normal.y = pVertexBuffer[i].Normal.y; vertices[i].Normal.z = pVertexBuffer[i].Normal.z; vertices[i].TextureCoord.s = pVertexBuffer[i].TextureCoord.s; vertices[i].TextureCoord.t = pVertexBuffer[i].TextureCoord.t; } m_pMesh->UnlockVertexBuffer(); } void bfXFile::CopyIndices(vector& indices) { int NumIndices = m_NumFaces*3; indices.resize(NumIndices); WORD* pIndexBuffer = NULL; HRESULT hr = m_pMesh->LockIndexBuffer(D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK,(VOID**)&pIndexBuffer); if (m_DXError.LogError(hr,this)) return; for (int i = 0 ; i < NumIndices ; ++i) { indices[i] = pIndexBuffer[i]; } m_pMesh->UnlockIndexBuffer(); } void bfMesh::DrawImediate() { glBegin(GL_TRIANGLES); for (DWORD i = 0 ; i < m_Indices.size() ; ++i) { glNormal3fv(m_Vertices[m_Indices[i]].Normal); glVertex3fv(m_Vertices[m_Indices[i]].Position); } glEnd(); } It seems very strait forward, but I''m missing something.

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You wrote:

vertices.Position.x = pVertexBuffer.Position.x;

instead of:

vertices[i].Position.x = pVertexBuffer[i].Position.x;

I think you can also pass 0L as lock flag.

- Mete

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Actually, I figured out it was because my near plane was set to 0.

I hate when days of work are wasted because of stupid little things like that. :-/

Thanks for the reply though.

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quote:
You wrote:
vertices.Position.x = pVertexBuffer.Position.x;
instead of:
vertices[ i ].Position.x = pVertexBuffer[ i ].Position.x;


He actually wrote it with the subscripts, but the web markup code means [ i ] (without the spaces) gets converted to italics beginning. (That''s why you see part of his code in italics)

Zumichu, make sure you use the [ source ][ /source ] & [ code ][ /code ] (without the spaces between the right brackets and the text) when pasting code.

Cheers,
Muhammad Haggag

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