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Blocks vertexes #272705
06/19/09 11:21
06/19/09 11:21
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Greetings again, i'm back smile

How can i get vertex coordinates from bloaks to add them to collision tree for Newton?
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=272550#Post272550


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Blocks vertexes [Re: VeT] #272708
06/19/09 11:27
06/19/09 11:27
Joined: Jul 2000
Posts: 28,133
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,133
Frankfurt
You can get them through ent_getmesh, using the level_ent pointer (or just NULL) for level blocks:

http://manual.3dgamestudio.net/ent_mesh.htm

From the mesh you can extract the vertex and triangle buffers, and get the coordinates. Be aware that y and z are swapped.

LPD3DXMESH pMesh = ent_getmesh(…);
if (!pMesh) { // no more blocks… }
BYTEPTR pVB, pIB;
pMesh->LockVertexBuffer(0,&pVB); // pVB contains the vertices in D3DVERTEX format.
pMesh->LockIndexBuffer(0,&pIB); // pIB contains the triangle indices, 3 shorts per triangle.




Re: Blocks vertexes [Re: jcl] #272715
06/19/09 11:43
06/19/09 11:43
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
thanks, i'd try this


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro

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