Sign in to follow this  
chazar

ID3DXBaseMesh::GenerateAdjacency problem

Recommended Posts

Hello. I'm not sure if I understand ID3DXBaseMesh::GenerateAdjacency method correctly. It's becouse after calling it with epsilon 0.0 I get strange face indices Example: face 3: 4,519,252 face 4: 282,520,4 How face 4 can be adjacent to itself and why It's not adjacent to face 3. Face 3 is adjacent to face 4 so why face 4 is not adjacent to face 3?? Thanks in advance for any explanation Greetings

Share this post


Link to post
Share on other sites
I'm sure that these numbers are not vertices indices becouse I have indices per face in array and they are different then numbers given by GenerateAdjacency method. Also there are faces that that have one or more -1 value after generation adjancency so it can't be vertex number.

Share this post


Link to post
Share on other sites
Oooh. I thought those numbers were from your index buffer, not the adjacency buffer itself. The only thing I can think of is that you are not reading the data from the adjacency buffer correctly, or maybe there is a problem with the index buffer (like bowties) and it needs to be optimized? Try doing the D3DXValidMesh() function to see if there are any problems?

I have not tried to do anything with that buffer myself, except pass it to the Optimize function.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this