Imagination PowerVR SDK Blog

vertex indexed for POD exporter


#1

Dear Team





The goal is to make an exporter for ODE-PHYSICS and Bullet From a Pod so


i am tryiing to get the vertex indexed correctly,





May you tell me how to get it , i am a bit lost .





for now i am able to get


for (unsigned int i = 0; i < m_Scene.nNumMesh; ++i) {


               // Load vertex data into buffer object





              Â SPODMesh& Mesh = m_Scene.pMesh;


              Â unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;


              Â printf(“Size pMesh %i for object id=%i n”, uiSize, i);


              Â float* pfData = (float*) Mesh.pInterleaved;


              Â pqpModel = new PQP_Model;


               int cpt = 0;


               int count=0;


              for (unsigned int j = 1; j < Mesh.nNumVertex; ++j) {


                    float p1[3],p2[3],p3[3];


                    pfData = (float*) (((char*) pfData) + Mesh.sVertex.nStride);





                    float p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z;


if (cpt == 0) {


                         p1x = pfData[0];


                         p1y = pfData[1];


                         p1z = pfData[2];


                         printf("%f %f %f n",p1x,p1y,p1z);





                    }


… etc etc


of course nothing is indexed…





any idea how to get it right ?





Kind regards


david G


                         }





dgu2012-04-25 10:29:31


#2

The response is in the demo shaders… and the extra package mesh classes