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
 SPODMesh& Mesh = m_Scene.pMesh;
 unsigned int uiSize = Mesh.nNumVertex * Mesh.sVertex.nStride;
 printf(“Size pMesh %i for object id=%i n”, uiSize, i);
 float* pfData = (float*) Mesh.pInterleaved;
 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
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dgu2012-04-25 10:29:31
The response is in the demo shaders… and the extra package mesh classes