Same here, I change them every time, and I agree with you on this.
Well, now it works, I found the bug, and it was my fault, I had (stupidly) not double checked the size I send into my own array when I send in the ind…
I now tested with a plane (the previous mesh was faces I had extracted from a cube). 1x1x1m plane, no height\width segs. So, the indicies the debugge…
I did some more debugging, the face #2 I thought was wrong – is there ,but the face is flipped, It seems in the output that the normal is fine, but I …
Getting closer, indicies looks good,but I’m still missing a face due to the vertices being a bit weird. See the two last vertices in optverts array: …
Unfortunately it gives the same type of result: Info: optverts [0] point x y z : 0.500000 , -0.500000, 0.000000 Info: optverts [1] point x y z : -0….
Hi again, sorry to bother you again with this, but I’ve modified the code now, to the way I feel is what you have told me, but I’m still running into …
I misunderstood your code related to the indexes, so I asked a guy at work I know, he helped me out with some fixes for my end, so I’m going to test t…
I’m trying to get the face indicies correct. For each face I have to create a reference to each of the vertices at index X that face is built up from,…
Hm, I cannot seem to get it to work properly (probably my mistake), I loop through, so the zero here is just a example for the first vert. if i under…
Hi again, may I ask if you could explain how the vertex indicies works with this code? I find it a bit confusing. (the other parts are fine)
Thanks again, I’ll start on it as soon as possible tonight.
I integrated the code, I’m not done yet, but the vertex positions and normals is written out. I had to stop when it came to the vertex indicies (runni…
I cannot thank you enough, I appreciate this help so much! I will start to implement this when the kids has gone to bed tonight.