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About zeppeldep

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  1. trianglelist from mesh

    oops! sorry now I see .. I am just throwing the vertices at the renderer without providing a the usage of each vertex in the faces .. doh! *blush* Thx unbird ... thx for putting me back on track and not calling me stooopid ...
  2. There is probably reference to code to do this action already, please point me in the right direction   I am trying to draw triangles from a mesh in directx x file The directx x file is exported from blender .. I have not taken care of the mirrored part yet   the code I am trying (very badly put together by me) only draws every other triangle, what have I missed? I am using .. C#, sharpdx and assimp net   ASI.Scene model = importer.ImportFile(fileName, ASI.PostProcessPreset.TargetRealTimeMaximumQuality); var vertices = new VertexBuffer(device, Utilities.SizeOf() * 2 * model.Meshes[0].VertexCount, Usage.WriteOnly, VertexFormat.None, Pool.Managed); Vector4[] VSet = new Vector4[model.Meshes[0].VertexCount * 2]; foreach (ASI.Mesh AMesh in model.Meshes) { int i2 = -1; for(int i1 = 0; i1 < AMesh.VertexCount * 2; i1++) { i2++; VSet[i1] = new Vector4(AMesh.Vertices[i2][0], AMesh.Vertices[i2][1], AMesh.Vertices[ i2][2], 1.0f); i1++; VSet[i1] = new Vector4(AMesh.Normals[i2][0], AMesh.Normals[i2][1], AMesh.Normals[i2] [2], 1.0f); } break; } vertices.Lock(0, 0, LockFlags.None).WriteRange(VSet);   then draw with:   device.DrawPrimitives(PrimitiveType.TriangleList, 0, model.Meshes[0].VertexCount / 3);    
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