Not new to programming or 3d programming...but new to Blitz and confused about some blitzisms (maybe DirectX related on question #2).
1.> ExtractAnimSeq only extracts "MD2 style" animation sequence from a animated mesh (as per docs) or ACTUALLY can extract animation sequence from an animated MD2 mesh?
I realize that MD2 is supposed to be used with the MD2 commands, but I was under the potentially false impression that ExtractAnimSequence was one way to get around this. If this is not the case and "MD2 style" means all animation frames in one file...well...the docs should be more clear.
I.E.,
this does not appear to work:
Bandit = LoadMD2( "model\Bandit_031_Fire_Qtip.md2" )
nseq = ExtractAnimSeq(Bandit,1,18)
Print nseq ; output is -1
Animate Bandit,3,0.7,1,2 ; fault
Animate Bandit,3,0.7,nseq,2 ; also fault
But this does (as expected):
Bandit = LoadMD2( "model\Bandit_031_Fire_Qtip.md2" )
AnimateMD2 Bandit,3,0.7,1,18,2
2.> Blitz3d does or does not clip the off camera polygons from a single mesh if any of the polygons of that mesh are visible to the camera? My mesh is also single surface if that matters.
Maybe clip is not the right term here (usually reserved to those polygons hidden behind the visible I think), but it seems that I have an entire world box that is getting sent to the pipeline, even though the box is 1000+ tripolys (well...because I presumed B3D would be able to clip the off camera ones...).
So far it seems this is a big NO, but maybe I am missing something...
Having written my own 3d engine in college, I must admit that I am slightly baffled by this, but then again, that was back when realtime 3d games where flat polygons...shaded if you were good.
I guess what confuses me the most is that the terrain (builtin style),player object,plus some simple world objects,and lots of sprites was faster than the world box,player,10-20 sprites I have now.
Thanks for your help and forgive my basic questions. :-)
1.> ExtractAnimSeq only extracts "MD2 style" animation sequence from a animated mesh (as per docs) or ACTUALLY can extract animation sequence from an animated MD2 mesh?
I realize that MD2 is supposed to be used with the MD2 commands, but I was under the potentially false impression that ExtractAnimSequence was one way to get around this. If this is not the case and "MD2 style" means all animation frames in one file...well...the docs should be more clear.
I.E.,
this does not appear to work:
Bandit = LoadMD2( "model\Bandit_031_Fire_Qtip.md2" )
nseq = ExtractAnimSeq(Bandit,1,18)
Print nseq ; output is -1
Animate Bandit,3,0.7,1,2 ; fault
Animate Bandit,3,0.7,nseq,2 ; also fault
But this does (as expected):
Bandit = LoadMD2( "model\Bandit_031_Fire_Qtip.md2" )
AnimateMD2 Bandit,3,0.7,1,18,2
2.> Blitz3d does or does not clip the off camera polygons from a single mesh if any of the polygons of that mesh are visible to the camera? My mesh is also single surface if that matters.
Maybe clip is not the right term here (usually reserved to those polygons hidden behind the visible I think), but it seems that I have an entire world box that is getting sent to the pipeline, even though the box is 1000+ tripolys (well...because I presumed B3D would be able to clip the off camera ones...).
So far it seems this is a big NO, but maybe I am missing something...
Having written my own 3d engine in college, I must admit that I am slightly baffled by this, but then again, that was back when realtime 3d games where flat polygons...shaded if you were good.
I guess what confuses me the most is that the terrain (builtin style),player object,plus some simple world objects,and lots of sprites was faster than the world box,player,10-20 sprites I have now.
Thanks for your help and forgive my basic questions. :-)