I've managed to make a simple cube, using create mesh( I know I can create a cube createCube, but that's not the point)I've got the vertex and the triangles, I can see the cube, but one I can see the triangles slightly (shading) and I can't seem to attach a texture(It just changes colour) Help please.
trouble creating meshes from scratch in B3d
Blitz3D Forums/Blitz3D Programming/trouble creating meshes from scratch in B3d have you set your texture coords and normals?
Hmm, duno, I'm beginning suspect it has to do with addvertex...
could you post some code, i would be happy to take a look if you want :D
Well, got it working. Dunno if it's the right way to do it. You need to set the U V clamps for the vertex, and also each side needs its own 4 vertexes(I was reusing the ones thet are in the same pos, but this mucks up the texture)
Here is the code for those interested (Only 3 sides of the cube are done)
Here is the code for those interested (Only 3 sides of the cube are done)
Graphics3D 640,480 SetBuffer BackBuffer() mesh = CreateMesh() surf = CreateSurface(mesh) ;front v00=AddVertex(surf,-3,-3,-3, 0,1);BL v01=AddVertex(surf, 3,-3,-3, 1,1);BR v02=AddVertex(surf,-3, 3,-3, 0,0);TL v03=AddVertex(surf, 3, 3,-3, 1,0);TR ;leftside v06=AddVertex(surf,-3,-3,-3, 1,1);BR v07=AddVertex(surf,-3, 3,-3, 1,0);TR v04=AddVertex(surf,-3,-3, 3, 0,1);BL v05=AddVertex(surf,-3, 3, 3, 0,0);TL ;back v08=AddVertex(surf,-3,-3, 3, 1,1);BR v09=AddVertex(surf,-3, 3, 3, 1,0);TR v10=AddVertex(surf, 3,-3, 3, 0,1);Bl v11=AddVertex(surf, 3, 3, 3, 0,0);Tl tri=AddTriangle(surf,v00,v02,v01);down tri=AddTriangle(surf,v02,v03,v01);up tri=AddTriangle(surf,v04,v05,v06) tri=AddTriangle(surf,v05,v07,v06) tri=AddTriangle(surf,v10,v11,v08) tri=AddTriangle(surf,v11,v09,v08) tex=LoadTexture("oldbric.bmp",1) EntityTexture mesh,tex cam = CreateCamera() MoveEntity cam, 0,0,-10 UpdateNormals mesh While Not KeyDown( 1 ) If KeyDown(19) Then TurnEntity mesh,0,1,0 RenderWorld ;Text 0,0,TrisRendered() Flip Wend End
is this what you wanted it to do
Graphics3D 640,480 SetBuffer BackBuffer() mesh = CreateMesh() surf = CreateSurface(mesh) ;front v00=AddVertex(surf,-3,-3,-3, 0,0);BL v01=AddVertex(surf, 3,-3,-3, 1,0);BR v02=AddVertex(surf,-3, 3,-3, 0,1);TL v03=AddVertex(surf, 3, 3,-3, 1,1);TR ;leftside v06=AddVertex(surf,-3,-3,-3, 0,0);BR v07=AddVertex(surf,-3, 3,-3, 0,1);TR v04=AddVertex(surf,-3,-3, 3, 1,0);BL v05=AddVertex(surf,-3, 3, 3, 1,1);TL ;back v08=AddVertex(surf,-3,-3, 3, 0,0);BR v09=AddVertex(surf,-3, 3, 3, 0,1);TR v10=AddVertex(surf, 3,-3, 3, 1,0);Bl v11=AddVertex(surf, 3, 3, 3, 1,1);Tl tri=AddTriangle(surf,v00,v02,v01);down tri=AddTriangle(surf,v02,v03,v01);up tri=AddTriangle(surf,v04,v05,v06) tri=AddTriangle(surf,v05,v07,v06) tri=AddTriangle(surf,v11,v09,v08) tri=AddTriangle(surf,v10,v11,v08) tex=LoadTexture("coolgrass2.bmp",1) EntityTexture mesh,tex cam = CreateCamera() MoveEntity cam, 0,0,-10 l = CreateLight UpdateNormals mesh While Not KeyDown( 1 ) If KeyDown(19) Then TurnEntity mesh,0,1,0 RenderWorld ;Text 0,0,TrisRendered() Flip Wend End
SSS >> Why did you post my code again? Is this some kind of practical joke?
MadMax scratches his head, wondering...
MadMax scratches his head, wondering...
this code works... copy and paste it, the problem was ur texture coords & vertice orderings, unless you didnt have a problem?
OK, I'll quote myself;
As you can see, I did have a problem, but I sorted it out. I posted the answer just in case someone reading the post had a similar problem.
Anyway your modification mirrors the texture upwards, use a texture with letters to see what I mean (Interesting though, might come in handy sometime). Thanks anyway for your help.
Well, got it working. Dunno if it's the right way to do it. You need to set the U V clamps for the vertex, and also each side needs its own 4 vertexes(I was reusing the ones thet are in the same pos, but this mucks up the texture)
Here is the code for those interested (Only 3 sides of the cube are done)
Here is the code for those interested (Only 3 sides of the cube are done)
As you can see, I did have a problem, but I sorted it out. I posted the answer just in case someone reading the post had a similar problem.
Anyway your modification mirrors the texture upwards, use a texture with letters to see what I mean (Interesting though, might come in handy sometime). Thanks anyway for your help.
oh didnt read ur post sry