I thought I'd learn 3D now, and the fundamental parts are vertices as far as I understand (I like to understand things thoroughly(sp?)) I took the vertex example of the help and changed it like this:
Graphics3D 640,480
SetBuffer BackBuffer()
mesh = CreateMesh()
surf = CreateSurface(mesh)
V1x# = Input$("V1.X: ")
V1y# = Input$("V1.Y: ")
Print ""
V2x# = Input$("V2.X: ")
V2y# = Input$("V2.Y: ")
Print ""
V3x# = Input$("V3.X: ")
V3y# = Input$("V3.Y: ")
Plot 320+V1x#*10,240+V1y#*10
Plot 320+V2x#*10,240+V2y#*10
Plot 320+V3x#*10,240+V3y#*10
Print ""
Print "Dare you see result (Y/N)?"
While ink = 0
ink = GetKey()
If ink=Asc("y") Exit
Wend
v2 = AddVertex (surf, V1x, V1y, 0)
v1 = AddVertex (surf, V2x, V2y, 0)
v0 = AddVertex (surf, V3x, V3y, 0)
tri = AddTriangle (surf,v0,v1,v2)
cam = CreateCamera()
MoveEntity cam, 0,0,-14
RenderWorld
Flip
WaitKey
End
The first part plots the x,y of the vertices of this traingle as I would think of it (after all y is still up/dn and x is still right/left in 3d, and bigger x is more right and bigger y is more down). The part that shows the 3d result confuses me. If I don't set the vertex with the lowest x,y as the last (index 2) (and so forth) nothing shows, and if I do so (as in the code above) the resulting triangle is the exact opposite of what I expected...
Assume that the first answer is 0,0, the next 5,0 and the third 0,5..
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