Archived

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

WoolyUK

Adjacent shapes leaving gaps?! Please help

Recommended Posts

Hi everyone, I'm new to OpenGl and I am having a problem drawing cubes next to each other. I want to put several cubes next to each other in a row (touching) so that they form a wall... I can get them to allign ok across the X axis but when I add cubes to the Z axis (going away from screen) to make the wall go away from me in a line, they start to not touch each other and you can see the gaps in between! I am building the cubes as 2 units in all ways. So to make three cubes go in a line along the Z axis I am doing the following code: (Yes I know its probably slow, but I want to try and get it working correctly this way so I know what Im doing ) for (int t=1; t<4; t++) { glTranslatef(0.0f,0.0f,-2.0f); glColor3f(1.0f,0.0f,0.0f); glBegin(GL_QUADS); glVertex3f( 1.0f, 1.0f,-1.0f); glVertex3f(-1.0f, 1.0f,-1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glVertex3f( 1.0f, -1.0f,-1.0f); glVertex3f(-1.0f, -1.0f,-1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(1.0f, 1.0f,-1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f,-1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glEnd(); } Any ideas why the cubes start to leave gaps between them after so many cubes? Is it cus of the viewing angle or something?? How do I work out the difference then so that I can get them all to touch!? Here is a screenshot of what I mean: http://www.buffalo-g.com/wooly/gaps.jpg Sorry if this is confusing, but I thought it would have been simple to do - but its now got me stuck! Thanks in advance for any help! Adam Edited by - WoolyUK on June 11, 2001 3:10:51 PM

Share this post


Link to post
Share on other sites
They should line up fine. Atleast they do for me when I run that code.

I think it is not that they are not lining up but the blue side is probably showing through the top where they meet because of depth buffer precision and you have polygons that share the same world space/plane in a close proximity to another polygon with contrasting color.

Try increasing your near clipping distance when you setup the perspective matrix.


Alternatively if you draw all vertices of your polygons in a particular order (clockwise or counterclockwise) and enable backface culling it might alleviate the problem although it will still be there if you back your camera away more.

To get rid of it completely without having to mess with near clip, you will need to not draw the sides where the cubes touch each other, AND enable backface culling.

It is a good idea to get used to backface culling anyways because it saves alot on performance. When you start drawing more polygons you don''t really want to draw each one twice. Unless you are doing some funky blending stuff

Seeya
Krippy

Share this post


Link to post
Share on other sites
Thanks for those ideas...But how do I implement them please? Or are there any links to explain how to do it?

I''m completely new to OpenGl

Thanks again!
Ad

Share this post


Link to post
Share on other sites
Ok, after viewing from another angle I can confirm they DO line up properly.

But the lines are still there on top...so could this be to do with the points you mentioned?

Share this post


Link to post
Share on other sites
Yes it''s going to be because of the depth buffer precision.

But even if you use backface culling the problem will still be there. The reason is where 2 cubes touch each other you have 2 faces sharing the same space. If you cull the one backface you still have a frontface from the other cube that will bleed through.

If you want to construct walls from boxes, here is what I recommend. For each box, determine if it is an end-box or a middle box. If it is an end box we draw 5 of the 6 faces, but not the face that is touching the next box. If it is a middle box we only draw 4 faces, don''t draw the 2 faces that touch other boxes.

But for right now, maybe you don''t want to get into backface culling.

gluPerspective(90.0f,(GLfloat)gamewidth/(GLfloat)gameheight, 0.7f,500.0f);

^^ see where it says 0.7. that is the near-clip distance. I don''t know what yours is set at right now, but if you increase that number a little bit (try doubling it), the bleed-through should go away unless you get your camera really far from the cubes.

The downside of increasing your near clip distance is when objects get really close they will disappear once they get within the near-clipping range.

Seeya
Krippy


Share this post


Link to post
Share on other sites
Ok I've tried the changes you mentioned, still can't seem to get it working. Tried changing 0.7 to a higher value (it was at 0.1 to start) - still no difference.

I also tried just not drawing the back faces of all cubes and still got the problem!

I have attached all the code to the bottom of this message as a last resort. Maybe you can see something obvious that I am missing then (I am a newbie after all

The majority of the code is NeHe's base code- But I decided to include it incase some of the settings are conflicting or something?

Thanks again guys, I really appreciate the help!

Adam





/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/

#include // Header File For Windows
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include // Header File For The Glaux Library

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

BOOL keys[256]; // Array Used For The Keyboard Routine
BOOL active=TRUE; // Window Active Flag Set To TRUE By Default
BOOL fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

float rtri;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.7f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5f,0.0f,-20.0f); // Move Left 1.5 Units And Into The Screen 6.0



glRotatef(45,1.0f,0.0f,0.0f);




for (int t=1; t<4; t++)
{

glColor3f(1.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-2.0f);
glBegin(GL_QUADS);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);

glVertex3f( 1.0f, -1.0f,-1.0f);
glVertex3f(-1.0f, -1.0f,-1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);

glColor3f(0.0f,0.0f,1.0f);
glVertex3f(1.0f, 1.0f,-1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);

glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);

glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);

//glVertex3f(-1.0f, 1.0f, -1.0f);
//glVertex3f(-1.0f, -1.0f, -1.0f);
//glVertex3f(1.0f, -1.0f, -1.0f);
//glVertex3f(1.0f, 1.0f, -1.0f);



glEnd();

}







rtri+=0.2f;
return TRUE; // Keep Going
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}

/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, BOOL fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name

if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To TRUE Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // BOOL Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}


Edited by - WoolyUK on June 12, 2001 10:23:45 AM

Share this post


Link to post
Share on other sites
Ahhh
Well try this. The line that reads:

glDepthFunc(GL_LEQUAL);

change it to

glDepthFunc(GL_LESS);

If you have it at GL_LEQUAL when you draw your second cube the edge will write over the edge of the previous cube because they are equal.

Of course if you drew them in the opposite direction you would need to revert back to LEQUAL.

This should probably get you started though Once you get the feel for OpenGL more you will want to eliminate those polygons that are inside of the wall and use backface culling. Enabling backface culling is real easy:

glFrontFace(GL_CCW); // Counterclockwise polygons face out
glEnable(GL_CULL_FACE); // Do not try to display the backsides

But you will need to make sure you draw the vertices in each of your polygons in counterclockwise order if looking at it from the front. Alternatively you can draw them clockwise and use:
glFrontFace( GL_CW );

Seeya
Krippy

Share this post


Link to post
Share on other sites
YESSSSSS!!!!!!!!!!

THANK YOU THANK YOU THANK YOU!!

LOL Incase you can''t tell i got it working

Thanks for helping! And for reading through all that code...

I will try culling at some point, but for now Im just going to sit and stare at my wall for a bit lol

Thanks again!

Adam

Share this post


Link to post
Share on other sites