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Zwingling

DX11 [DX11] Tex.Coord problem with MD2 Format!

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I just finished my MD2 Loader and when i tested the Model with its skin it fails a bit :lol: hrr3-1.jpg

I can 't figure out whats wrong. Quake use a other Coord-System so i changed the x<->y Coord to i also need to change the TexCoord :S

Here is some code from my Loader:




Save tex Vertex Data to a vector:

XMFLOAT3 NewVertex;
XMFLOAT3 NewNormal;



for(int Frame=0;Frame<m_Header.num_frames;Frame++) {
MeshFrame NewFrame;
NewFrame.Normals =new vector<XMFLOAT3>();
NewFrame.Vertices =new vector<XMFLOAT3>();

for(int i=0;i<m_Header.num_vertices;i++) {
NewVertex.x= ( m_Frames.at(Frame).Scale.x * m_Frames.at(Frame).VertexData.at(i).v[0]) + m_Frames.at(Frame).Translate.x;
NewVertex.z= ( m_Frames.at(Frame).Scale.y * m_Frames.at(Frame).VertexData.at(i).v[1]) + m_Frames.at(Frame).Translate.y;
NewVertex.y= ( m_Frames.at(Frame).Scale.z * m_Frames.at(Frame).VertexData.at(i).v[2]) + m_Frames.at(Frame).Translate.z;

NewNormal.x=Normals[m_Frames.at(Frame).VertexData.at(i).normalIndex][0];
NewNormal.z=Normals[m_Frames.at(Frame).VertexData.at(i).normalIndex][1];
NewNormal.y=Normals[m_Frames.at(Frame).VertexData.at(i).normalIndex][2];

NewFrame.Vertices->push_back(NewVertex);
NewFrame.Normals->push_back(NewNormal);
}

m_Mesh.Frame.push_back(NewFrame);
}


Save the Tex. Data to a vectore<>:

m_Mesh.TextureCoord = new vector<XMFLOAT2>();
XMFLOAT2 NewTexturCoord;


for(int i=0;i<m_Header.num_tris;i++) {
NewTexturCoord.x=(float)m_Texture.at(m_Trinagles.at(i).st[0]).s/m_Header.skinwidth;
NewTexturCoord.y=(float)m_Texture.at(m_Trinagles.at(i).st[0]).t/m_Header.skinheight;
m_Mesh.TextureCoord->push_back(NewTexturCoord);

NewTexturCoord.x=(float)m_Texture.at(m_Trinagles.at(i).st[1]).s/m_Header.skinwidth;
NewTexturCoord.y=(float)m_Texture.at(m_Trinagles.at(i).st[1]).t/m_Header.skinheight;
m_Mesh.TextureCoord->push_back(NewTexturCoord);

NewTexturCoord.x=(float)m_Texture.at(m_Trinagles.at(i).st[2]).s/m_Header.skinwidth;
NewTexturCoord.y=(float)m_Texture.at(m_Trinagles.at(i).st[2]).t/m_Header.skinheight;
m_Mesh.TextureCoord->push_back(NewTexturCoord);
}


I hope anyone can give me a advice =)

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