As I understand it the vertexx,y,z commands return the world coordinate of the current vert of a surface at which ever index.
I made a simple flat quad so it stood vertically like a wall and popped it into my game world.
I check the surface - get the 4 verts.
(For reasons I won't go into here - I actually need to rotate the quad 90 degrees on the y, which is what I've done)
The problem I'm getting is that the vertex x,y,z's seem to bear no relation to the the real world coordinates which are printed to screen depending on where my dummy player object is(this dummy is specifically to cross check coordinates). Infact I'm getting some garbage coordinates that have me bewildered. It seemed so straight forward as there are only 4 verts to check.
Is there something I'm missing?
Also - is there a way to control vert order? As the verts of a flat mesh are cycled through I notice that there seems to be a hiccup in their order. They generally start from one end of the mesh or other but for some reason will then miss a few verts and select an 'odd' vert before returning to back to where it last left off. I assumed that a conversion to b3d would arrange the vert list in some sort of logical order but it seems not to be so.
I made a simple flat quad so it stood vertically like a wall and popped it into my game world.
I check the surface - get the 4 verts.
(For reasons I won't go into here - I actually need to rotate the quad 90 degrees on the y, which is what I've done)
The problem I'm getting is that the vertex x,y,z's seem to bear no relation to the the real world coordinates which are printed to screen depending on where my dummy player object is(this dummy is specifically to cross check coordinates). Infact I'm getting some garbage coordinates that have me bewildered. It seemed so straight forward as there are only 4 verts to check.
Is there something I'm missing?
Also - is there a way to control vert order? As the verts of a flat mesh are cycled through I notice that there seems to be a hiccup in their order. They generally start from one end of the mesh or other but for some reason will then miss a few verts and select an 'odd' vert before returning to back to where it last left off. I assumed that a conversion to b3d would arrange the vert list in some sort of logical order but it seems not to be so.