Sorry if this questions sounds off, not sure how to word it..
If you save a B3D format mesh, and have 3 verts created during save, but do not create a triangle from those 3 verts. Does blitz load those verts and store them? or does it ignore them durring load?
heres what im doing.
surf=GetSurface( layer(mi),1 )
n_verts=CountVertices( surf )-1
For j=0 To n_verts
b3dWriteFloat( VertexX( surf,j ) )
b3dWriteFloat( VertexY( surf,j ))
b3dWriteFloat( VertexZ( surf,j ) )
b3dWriteFloat( VertexRed(surf,j)/255)
b3dWriteFloat( VertexGreen(surf,j)/255)
b3dWriteFloat( VertexBlue(surf,j)/255)
b3dWriteFloat( VertexAlpha( surf,j))
b3dWriteFloat( VertexU#( surf,j,0 ) )
b3dWriteFloat( VertexV#( surf,j,0 ) )
Next
; Next
b3dEndChunk() ;end of VRTS chunk
first_vert=0
; For k=1 To n_surfs
surf=GetSurface( layer(mi),1 )
n_tris=CountTriangles( surf )-1
b3dBeginChunk( "TRIS" )
b3dWriteInt(MI-1) ;brush for these triangles
For j=0 To n_tris
If VertexAlpha(surf,TriangleVertex(Surf,j,0))<>0 Or VertexAlpha(surf,TriangleVertex(Surf,j,1))<>0 Or VertexAlpha(surf,TriangleVertex(Surf,j,2))<>0 Or mi=1 Then
b3dWriteInt( first_vert+TriangleVertex( surf,j,0 ) )
b3dWriteInt( first_vert+TriangleVertex( surf,j,1 ) )
b3dWriteInt( first_vert+TriangleVertex( surf,j,2 ) )
EndIf
Next
you will see that im writing all verts, but I have a condition on the trianlge .. if all 3 verts of that triangle have 0 alpha then the triangle is not written to the file.
So is blitz stil loading the unused verts ?
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