I'm, doing some basic rendering with DirectXToolKit and I would like to be able to get the vertex coordinates for each model in order to compute collisions between models.
currently, I have some test code to load the model, but the ID3D11Buffer loads internally using CreateFromSDKMESH
void Model3D::LoadSDKMESH(ID3D11Device* p_device, ID3D11DeviceContext* device_context, const wchar_t* file_mesh)
{
mAlpha = 1.0f;
mTint = DirectX::Colors::White.v;
mStates.reset(new DirectX::CommonStates(p_device));
auto fx = new DirectX::EffectFactory(p_device);
fx->SetDirectory(L"media");
mFxFactory.reset(fx);
mBatch.reset(new DirectX::PrimitiveBatch<DirectX::VertexPositionColor>(device_context));
mBatchEffect.reset(new DirectX::BasicEffect(p_device));
mBatchEffect->SetVertexColorEnabled(true);
{
void const* shaderByteCode;
size_t byteCodeLength;
mBatchEffect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
HR(p_device->CreateInputLayout(DirectX::VertexPositionColor::InputElements,
DirectX::VertexPositionColor::InputElementCount,
shaderByteCode, byteCodeLength,
mBatchInputLayout.ReleaseAndGetAddressOf()));
}
mModel = DirectX::Model::CreateFromSDKMESH(p_device, file_mesh, *mFxFactory);
}
I know there is a way to get vertexes from the ID3D11Buffer, answered here:
How to read vertices from vertex buffer in Direct3d11
But they suggest not loading from GPU memory. So I assume it's better to load vertices ahead of time into a separate container.
I looked into CreateFromSDKMESH and there are a few functions that are publicly accessible without making changes to XTK
In order to get Vertices while loading a model, replace the line mModel = DirectX::Model::CreateFromSDKMESH(p_device, file_mesh, *mFxFactory); in the question above with:
size_t data_size = 0;
std::unique_ptr<uint8_t[]> v_data;
HRESULT hr = DirectX::BinaryReader::ReadEntireFile(file_mesh, v_data, &data_size);
if (FAILED(hr))
{
DirectX::DebugTrace("CreateFromSDKMESH failed (%08X) loading '%ls'\n", hr, file_mesh);
throw std::exception("CreateFromSDKMESH");
}
uint8_t* mesh_data = v_data.get();
mModel = DirectX::Model::CreateFromSDKMESH(p_device, v_data.get(), data_size, *mFxFactory, false, false);
mModel->name = file_mesh;
auto v_header = reinterpret_cast<const DXUT::SDKMESH_HEADER*>(mesh_data);
auto vb_array = reinterpret_cast<const DXUT::SDKMESH_VERTEX_BUFFER_HEADER*>(mesh_data + v_header->VertexStreamHeadersOffset);
if(v_header->NumVertexBuffers < 1)
throw std::exception("Vertex Buffers less than 1");
auto& vertex_header = vb_array[0];
uint64_t buffer_data_offset = v_header->HeaderSize + v_header->NonBufferDataSize;
uint8_t* buffer_data = mesh_data + buffer_data_offset;
auto verts_pairs = reinterpret_cast<std::pair<Vector3,Vector3>*>(buffer_data + (vertex_header.DataOffset - buffer_data_offset));
There, accessing a coordinate should be as simple as
float x = verts_pairs[0].first.x;
and the total number of vertices is stored in
vertex_header.NumVertices
Dont forget that after loading the vertex buffer gets deleted, so you may want to do something like:
memcpy(vertexBuffer, reinterpret_cast<std::pair<Vector3,Vector3>*>(buffer_data + (vertex_header.DataOffset - buffer_data_offset)), vertexCnt);
Also, vertex buffer doesn't get transformed with draw functions, so you will need to do transforms yourselves
Thanks,
I've been working on skeletal animation using OPenGL and sending bone weight influences to the GPU in a struct containing a pair of arrays, however changing these arrays to vectors doesn't seem to work (as in the model ceases to render, as if the bone information was missing or wrong in some manner).
Asides from the declaration of the vectors within the struct, the code path is identical. I've debugged through and ensured the size/values of the elements are okay. The only thing I can think of is that C++ is freeing the contents of the vectors before it can be uploaded to the GPU, but I've seen no evidence to support that claim.
It's worth noting that the resizes used are to make the structure compatible with the existing array functionality and will be removed to allow for dynamic scaling after this issue is resolved.
Here's the structure as it stands, using vectors:
struct VertexBoneData
{
std::vector<glm::uint> IDs;
std::vector<float> weights;
VertexBoneData()
{
Reset();
IDs.resize(NUM_BONES_PER_VEREX);
weights.resize(NUM_BONES_PER_VEREX);
};
void Reset()
{
IDs.clear();
weights.clear();
}
void AddBoneData(glm::uint p_boneID, float p_weight);
};
Edit: Additional information.
Here's the loop to get the bone information in to the struct:
void Skeleton::LoadBones(glm::uint baseVertex, const aiMesh* mesh, std::vector<VertexBoneData>& bones)
{
for (glm::uint i = 0; i < p_mesh->mNumBones; i++) {
glm::uint boneIndex = 0;
std::string boneName(mesh->mBones[i]->mName.data);
if (_boneMap.find(boneName) == _boneMap.end()) {
//Allocate an index for a new bone
boneIndex = _numBones;
_numBones++;
BoneInfo bi;
_boneInfo.push_back(bi);
SetMat4x4(_boneInfo[boneIndex].boneOffset, mesh->mBones[i]->mOffsetMatrix);
_boneMap[boneName] = boneIndex;
}
else {
boneIndex = _boneMap[boneName];
}
for (glm::uint j = 0; j < mesh->mBones[i]->mNumWeights; j++) {
glm::uint vertId = baseVertex + mesh->mBones[i]->mWeights[j].mVertexId;
float weight = mesh->mBones[i]->mWeights[j].mWeight;
bones[vertId].AddBoneData(boneIndex, weight);
}
}
}
The code to add the ID/weights to the vertex:
void VertexBoneData::AddBoneData(glm::uint p_boneID, float p_weight)
{
for (glm::uint i = 0; i < ARRAY_SIZE_IN_ELEMENTS(IDs); i++) {
if (weights[i] == 0.0) {
IDs[i] = p_boneID;
weights[i] = p_weight;
return;
}
}
assert(0); //Should never get here - more bones than we have space for
}
Loop to load the Skeleton and insert to the VBO object from the Mesh class:
if (_animator.HasAnimations())
{
bones.resize(totalIndices);
for (unsigned int i = 0; i < _scene->mNumMeshes; ++i){
_animator.LoadSkeleton(_subMeshes[i].baseVertex, _scene->mMeshes[i], bones);
}
_vertexBuffer[2].AddData(&bones);
}
Insert to the VBO object:
void VertexBufferObject::AddData(void* ptr_data)
{
data = *static_cast<std::vector<BYTE>*>(ptr_data);
}
Finally the code to add the information to the GPU from the Mesh class:
_vertexBuffer[2].BindVBO();
_vertexBuffer[2].UploadDataToGPU(GL_STATIC_DRAW);
glEnableVertexAttribArray(BONE_ID_LOCATION);
glVertexAttribIPointer(BONE_ID_LOCATION, 4, GL_INT, sizeof(VertexBoneData), (const GLvoid*)0);
glEnableVertexAttribArray(BONE_WEIGHT_LOCATION);
glVertexAttribPointer(BONE_WEIGHT_LOCATION, 4, GL_FLOAT, GL_FALSE, sizeof(VertexBoneData), (const GLvoid*)(sizeof(VertexBoneData) / 2));
This can't possibly work. A std::vector instance is an object that internally contains a pointer to dynamically allocated data.
So with this definition:
struct VertexBoneData
{
std::vector<glm::uint> IDs;
std::vector<float> weights;
The values for the IDs and weights aren't stored directly in the structure. The are in dynamically allocated heap memory. The structure only contains the vector objects, which contain pointers and some bookkeeping attributes.
You can't store these structs directly in an OpenGL buffer, and have the GPU access the data. OpenGL won't know what do with vector objects.
So after reading this I thought it would be better to change to format i load my files in and decided to use .dae files. After writing this very simple xml-loader:
void Model::loadModelFromDae(std::string source)
{
using namespace std;
string name = source.substr(0,source.find("."));
cout<<"+++LOADING::"<<name<<"+++"<<endl;
ifstream file;
file.open(source);
string line;
size =0;
indexSize=0;
while(getline(file,line))
{
/*possible float_array's: vertices and normal*/
if(std::string::npos != line.find("<float_array"))
{
if(std::string::npos != line.find("positions"))
{
//get the size of the vertices float_array
int loc_count = line.find("count");
// to explain the hardcoded values: count=" is 7 char's
string cout_substr = line.substr(line.find("count"),line.find(">"));
cout_substr = cout_substr.substr(7,cout_substr.find("\""));
size = atoi(cout_substr.c_str());
cout<<"\tSIZE:"<<size<<endl;
vertices = new float[size];
memset(vertices,0.0f,sizeof(float)*size);
string values = line.substr(line.find("count")+11,line.size());
values = values.substr(0,values.size()-14);
std::stringstream converter(values);
vector<float> temp;
// Iterate over the istream, using >> to grab floats
// and push_back to store them in the vector
std::copy(std::istream_iterator<float>(converter),
std::istream_iterator<float>(),
std::back_inserter(temp));
for(int i=0;i<temp.size();i++) vertices[i] = temp.at(i);
}
//TODO: handle normal array
}
/*Handling indices*/
if(std::string::npos != line.find("<p>"))
{
string values = line.substr(line.find(">")+1,line.length());
values = values.substr(0,values.length()-4);
std::stringstream converter(values);
vector<short> temp;
// Iterate over the istream, using >> to grab shorts
// and push_back to store them in the vector
std::copy(std::istream_iterator<short>(converter),
std::istream_iterator<short>(),
std::back_inserter(temp));
indices = new short[temp.size()];
indexSize = temp.size();
cout<<"\tINDEXSIZE:"<<indexSize<<endl;
for(int i=0;i<temp.size();i++) indices[i] = temp.at(i);
}
}
cout<<"+++ENDED LOADING +DAE+ FILE:"<<name<<"+++"<<endl;
}
I still have a few problems: I'm trying to load a cube, and checked each vertex/index and they exactly match the XML-file but the output is not at all what i expect: the cube renders the triangles, but not in the order they should be. So I got a few questions:
Does .dae save it's indices in a different format then openGL takes
it?
(Optional because it requires a lot of debugging) Can you spot my mistake, my initial thought was that the facing of the vertices is
wrong but putting glFrontFace(GL_CCW); or glFrontFace(GL_CW);
doesn't change anything.
After messing around with the indices, I came to this conclusion: the indices are not only the indices of the vertices, but also of the normals and the UV's. So, when loading the indices you should be carefull which index belongs to which element.
Bit of background for those who don't know DirectX. A vertex is not just an XYZ position, it can have other data in it as well. DirectX uses a system known as Flexible Vertex Format, FVF, to let you define what format you want your vertexs to be in. You define these by passing a number to DirectX that use bitwise or to build it up, eg (D3DFVF_XYZ | D3DFVF_DIFFUSE)means you are going to start using (from when you tell DirectX) vertexs that have an XYZ (three floats) and a RGB components (DWORD / unsigned long).
In order to pass your vertexs to the graphics card, you basicaly lock the memory in the graphics card where your buffer is, and use memcpy to transfer your array over.
Your array is an array of a struct you deffine your self, so in this case you would have made a struct like...
struct CUSTOMVERTEX {
FLOAT X, Y, Z;
DWORD COLOR;
};
You then make an array of type CUSTOMVERTEX and fill in the data fields.
I think my best appraoch is let my class build up an array of each component type, so an array of struct pos{ flaot x,y,z;}; an array of struct colour{ DWROD colour;}; etc.
But I will then need to merge these together so that I have an array structs like CUSTOMVERTEX.
Now, I think I have made a function that will merge to arrays together, but I am not sure if it is going to work as intended, here it is (currently missing the abilaty to actually return this 'interlaced' array)
void Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA, elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, (void*)ArrayA[i], elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, (void*)ArrayB[i], elementSizeB);
nextElement += elementSizeB;
}
}
when calling this function, you will pass in the two arrays you want merged, and size of the elements in each array and the number of elements in your array.
I was asking about this in chat for a while whilst SO was down. A few things to say.
I am dealing with fairly small data sets, like 100 tops, and this (in theory) is more of an initialisation task, so should only get done once, so a bit of time is ok by me.
My final array that I want to be able to use memcpy on to transfer into the graphics card needs to have no padding, it has to be contiguous data.
EDIT The combined array of vertex data will be transfered to the GPU, this is first done by requesting the GPU to set a void* to the start of the memory I have access to and requesting space the size of my customVertex * NumOfVertex. So if my mergeArray function does loose what the types are within it, that is ok, just a long as I get my single combined array to transfer in one block /EDIT
Finally, their is a dam good chance I am barking up the wrong tree with this, so their may well be a much simpler way to just not have this problem in the first place, but part of me has dug my heals in and wants to get this system working, so I would appreciate knowing how to get such a system to work (the interlacing arrays thing)
Thank you so much... I need to sooth my head now, so I look forward to hearing any ideas on the problem.
No, no, no. The FVF system has been deprecated for years and isn't even available in D3D10 or later. D3D9 uses the VertexElement system. Sample code:
D3DVERTEXELEMENT9 VertexColElements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END(),
};
The FVF system has a number of fundamental flaws - for example, which order the bytes go in.
On top of that, if you want to make a runtime-variant vertex data format, then you will need to write a shader for every possible variant that you may want to have, and compile them all, and spend your life swapping them around. And, the effects on the final product would be insane - for example, how could you possibly write a competitive rendering engine if you decide to take out the lighting data you need to Phong shade?
The reality is that a runtime-variant vertex format is more than a tad insane.
However, I guess I'd better lend a hand. What you really need is a polymorphic function object and some plain memory- D3D takes void*s or somesuch so that's not a big deal. When you call the function object, it adds to the FVF declaration and copies data into the memory.
class FunctionBase {
public:
virtual ~FunctionBase() {}
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) = 0;
};
// Example implementation
class Position : public FunctionBase {
virtual void Call(std::vector<std::vector<char>>& vertices, std::vector<D3DVERTEXELEMENT9>& vertexdecl, int& offset) {
std::for_each(vertices.begin(), vertices.end(), [&](std::vector<char>& data) {
float x[3] = {0};
char* ptr = (char*)x;
for(int i = 0; i < sizeof(x); i++) {
data.push_back(ptr[i]);
}
}
vertexdecl.push_back({0, offset, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0});
offset += sizeof(x);
}
};
std::vector<std::vector<char>> vertices;
std::vector<D3DVERTEXELEMENT9> vertexdecl;
vertices.resize(vertex_count);
std::vector<std::shared_ptr<FunctionBase>> functions;
// add to functions here
int offset = 0;
std::for_each(functions.begin(), functions.end(), [&](std::shared_ptr<FunctionBase>& ref) {
ref->Call(vertices, vertexdecl, offset);
});
vertexdecl.push_back(D3DDECL_END());
Excuse my use of lambdas, I use a C++0x compiler.
Your solution looks fine. But if you want something a bit more C++ish, you could try something like this:
Edit My previous solution basically recreated something that already existed, std::pair. I don't know what I was thinking, here's the even more C++ish solution:
template<typename InIt_A, typename InIt_B, typename OutIt>
void MergeArrays(InIt_A ia, InIt_B ib, OutIt out, std::size_t size)
{
for(std::size_t i=0; i<size; i++)
{
*out = make_pair(*ia,*ib);
++out;
++ia;
++ib;
}
}
int main()
{
pos p[100];
color c[100];
typedef pair<pos,color> CustomVertex;
CustomVertex cv[100];
MergeArrays(p,c,cv,100);
}
You shouldn't have to worry about padding, because all elements in a D3D vertex are either 32 bit floats, or 32 bit integers.
Edit
Here's a solution that might work. It will do all your mergings at once, and you don't need to worry about passing around the size:
// declare a different struct for each possible vertex element
struct Position { FLOAT x,y,z; };
struct Normal { FLOAT x,y,z; };
struct Diffuse { BYTE a,r,g,b; };
struct TextureCoordinates { FLOAT u,v; };
// etc...
// I'm not all too sure about all the different elements you can have in a vertex
// But you would want a parameter for each one in this function. Any element that
// you didn't use, you would just pass in a null pointer. Since it's properly
// typed, you won't be able to pass in an array of the wrong type without casting.
std::vector<char> MergeArrays(Position * ppos, Normal * pnorm, Diffuse * pdif, TextureCoordinates * ptex, int size)
{
int element_size = 0;
if(ppos) element_size += sizeof(Position);
if(pnorm) element_size += sizeof(Normal);
if(pdif) element_size += sizeof(Diffuse);
if(ptex) element_size += sizeof(TextureCoordinates);
vector<char> packed(element_size * size);
vector<char>::iterator it = packed.begin();
while(it != packed.end())
{
if(ppos)
{
it = std::copy_n(reinterpret_cast<char*>(ppos), sizeof(Position), it);
ppos++;
}
if(pnorm)
{
it = std::copy_n(reinterpret_cast<char*>(pnorm), sizeof(Normal), it);
pnorm++;
}
if(pdif)
{
it = std::copy_n(reinterpret_cast<char*>(pdif), sizeof(Diffuse), it);
pdif++;
}
if(ptex)
{
it = std::copy_n(reinterpret_cast<char*>(ptex), sizeof(TextureCoordinates), it);
ptex++;
}
}
return packed;
}
// Testing it out. We'll create an array of 10 each of some of the elements.
// We'll use Position, Normal, and Texture Coordinates. We'll pass in a NULL
// for Diffuse.
int main()
{
Position p[10];
Normal n[10];
TextureCoordinates tc[10];
// Fill in the arrays with dummy data that we can easily read. In this
// case, what we'll do is cast each array to a char*, and fill in each
// successive element with an incrementing value.
for(int i=0; i<10*sizeof(Position); i++)
{
reinterpret_cast<char*>(p)[i] = i;
}
for(int i=0; i<10*sizeof(Normal); i++)
{
reinterpret_cast<char*>(n)[i] = i;
}
for(int i=0; i<10*sizeof(TextureCoordinates); i++)
{
reinterpret_cast<char*>(tc)[i] = i;
}
vector<char> v = MergeArrays(p,n,NULL,tc,10);
// Output the vector. It should be interlaced:
// Position-Normal-TexCoordinates-Position-Normal-TexCoordinates-etc...
for_each(v.begin(), v.end(),
[](const char & c) { cout << (int)c << endl; });
cout << endl;
}
Altering your code, this should do it:
void* Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA + elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, ArrayA + i*elementSizeA, elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, ArrayB + i*elementSizeB, elementSizeB);
nextElement += elementSizeB;
}
return packedElements;
}
Note that you probably want some code that merges all the attributes at once, rather than 2 at a time (think position+normal+texture coordinate+color+...). Also note that you can do that merging at the time you fill out your vertex buffer, so that you don't ever need to allocate packedElements.
Something like:
//pass the Locked buffer in as destArray
void Utils::MergeArrays(char* destArray, char **Arrays, int* elementSizes, int numArrays, int numElements)
{
char* nextElement = destArray;
for(int i = 0; i < numElements; ++i)
{
for (int array=0; array<numArrays; ++array)
{
int elementSize = elementSizes[array];
memcpy(nextElement, Arrays[array] + i*elementSize, elementSize);
nextElement += elementSize;
}
}
}
I don't know DirectX, but the exact same sort of concept exists in OpenGL, and in OpenGL you can specify the location and stride of each vertex attribute. You can have alternating attributes (like your first struct) or you scan store them in different blocks. In OpenGL you use glVertexPointer to set these things up. Considering that DirectX is ultimately running on the same hardware underneath, I suspect there's some way to do the same thing in DirectX, but I don't know what it is.
Some Googling with DirectX and glVertexPointer as keywords turns up SetFVF and SetVertexDeclaration
MSDN on SetFVF, gamedev discussion comparing them
I'm developing a 3D game using SDL and OpenGL on Ubuntu 9.04 using Eclipse CDT. I've got a class to hold the mesh data in vectors for each type. Such as Vertex, Normal, UVcoord (texture coordinates), as well as a vector of faces. Each face has 3 int vectors which hold indexes to the other data. So far my game has been working quite well at rendering at nice rates. But then again I only had less then one hundred vertexes among two objects for testing purposes.
The loop accessing this data looks like this:
void RenderFace(oFace face)
{
/*
* More Stuff
*/
oVertice gvert;
oUVcoord tvert;
oNormal nvert;
for (unsigned int fvIndex = 0; fvIndex < face.GeoVerts.size(); fvIndex++)
{
gvert = obj.TheMesh.GetVertice(face.GeoVerts[fvIndex] - 1);
tvert = obj.TheMesh.GetUVcoord(face.UV_Verts[fvIndex] - 1);
nvert = obj.TheMesh.GetNormal(face.NrmVerts[fvIndex] - 1);
glNormal3f(nvert.X, nvert.Y, nvert.Z);
glTexCoord2f(tvert.U, tvert.V);
glVertex3f(scale * gvert.X, scale * gvert.Y, scale * gvert.Z);
}
/*
* More Stuff
*/
}
There is a loop that calls the renderFace() function which includes the above for loop. The minus one is because Wavefront .obj files are 1 indexed (instead of c++ 0 index). Anyway, I discovered that once you have about 30 thousand or so faces, all those calls to glVertex3f() and the like slow the game down to about 10 FPS. That I can't allow. So I learned about vertex arrays, which require pointers to arrays. Following the example of a NeHe tutorial I continued to use my oVertice class and the others. Which just have floats x, y, z, or u, v. So I added the same function above to my OnLoad() function to build the arrays which are just "oVertice*" and similar.
Here is the code:
bool oEntity::OnLoad(std::string FileName)
{
if (!obj.OnLoad(FileName))
{
return false;
}
unsigned int flsize = obj.TheMesh.GetFaceListSize();
obj.TheMesh.VertListPointer = new oVertice[flsize];
obj.TheMesh.UVlistPointer = new oUVcoord[flsize];
obj.TheMesh.NormListPointer = new oNormal[flsize];
oFace face = obj.TheMesh.GetFace(0);
oVertice gvert;
oUVcoord tvert;
oNormal nvert;
unsigned int counter = 0;
unsigned int temp = 0;
for (unsigned int flIndex = 0; flIndex < obj.TheMesh.GetFaceListSize(); flIndex++)
{
face = obj.TheMesh.GetFace(flIndex);
for (unsigned int fvIndex = 0; fvIndex < face.GeoVerts.size(); fvIndex++)
{
temp = face.GeoVerts[fvIndex];
gvert = obj.TheMesh.GetVertice(face.GeoVerts[fvIndex] - 1);
temp = face.UV_Verts[fvIndex];
tvert = obj.TheMesh.GetUVcoord(face.UV_Verts[fvIndex] - 1);
temp = face.NrmVerts[fvIndex];
nvert = obj.TheMesh.GetNormal(face.NrmVerts[fvIndex] - 1);
obj.TheMesh.VertListPointer[counter].X = gvert.X;
obj.TheMesh.VertListPointer[counter].Y = gvert.Y;
obj.TheMesh.VertListPointer[counter].Z = gvert.Z;
obj.TheMesh.UVlistPointer[counter].U = tvert.U;
obj.TheMesh.UVlistPointer[counter].V = tvert.V;
obj.TheMesh.NormListPointer[counter].X = nvert.X;
obj.TheMesh.NormListPointer[counter].Y = nvert.Y;
obj.TheMesh.NormListPointer[counter].Z = nvert.Z;
counter++;
}
}
return true;
}
The unsigned int temp variable is for debugging purposes. Apparently I don't have a default constructor for oFace that doesn't have something to initialize with. Anyway, as you can see it's pretty much that same exact routine. Only instead of calling a gl function I add the data to three arrays.
Here's the kicker:
I'm loading a typical cube made of triangles.
When I access element 16 (0 indexed) of the UV_Verts vector from the RenderFace() function I get 12.
But when I access element 16 (0 indexed) of the same UV_Verts vector from the OnLoad() function I get something like 3045472189
I am so confused.
Does anyone know what's causing this? And if so how to resolve it?
One possible reason could be that you're creating arrays with size flsize:
obj.TheMesh.VertListPointer = new oVertice[flsize];
obj.TheMesh.UVlistPointer = new oUVcoord[flsize];
obj.TheMesh.NormListPointer = new oNormal[flsize];
but use the arrays with indices up to flsize * face.GeoVerts.size
for (...; flIndex < obj.TheMesh.GetFaceListSize(); ...) { // flsize = GetFaceListSize
for (...; fvIndex < face.GeoVerts.size(); ...) {
...
obj.TheMesh.UVlistPointer[counter].U = ...;
...
counter++;
}
}
so your array creation code should actually be more like
obj.TheMesh.VertListPointer = new oVertice[flsize * face.GeoVerts.size()];
obj.TheMesh.UVlistPointer = new oUVcoord[flsize * face.GeoVerts.size()];
obj.TheMesh.NormListPointer = new oNormal[flsize * face.GeoVerts.size()];