CountVertex Question

Blitz3D Forums/Blitz3D Programming/CountVertex Question

KuRiX(Posted 2005) [#1]
I am using 3dsmax, and when exporting a box (any format, 3ds, b3d or .x) the vertex count gives me:

.x : 20 vertex
.b3d : 24 vertex
.3ds: 26 vertex

I thought that boxes were formed by 8 points. What's the problem here?

P.D: I know that all the faces are change to triangles, but the vertex should remain the same...

And Other Question. When loading with loadanimmesh the vertex position are not correctly reported. They are reported as local to the original mesh, so position and rotation are not included!!!!

Any Help?


jfk EO-11110(Posted 2005) [#2]
If you weld a cube in 3dsmax, there will be 8 vertices only, but then you need to use the same UV coords for a number of tris, this will make UVmapping pretty unflexible IMHO.

2nd: probalby the missing data is stored in the top parent pivot? Whatever you do, you can always determine the true location of a vertex, using TFormPoint.


KuRiX(Posted 2005) [#3]
Thanks for the answer jfk. And for the second... you're right.

But is very curious that if you load a cube, and then you make rotateentity the vertex positions are the same!. Of course if you make rotatemesh they rotate correctly. The only solution i have found is Restoring the XForming in 3dsmax. Could you tell me the TFormPoint way?

Thanks again!

EDITED: TFORMPOINT WORKS PERFECTLY! Thanks!!!

For those interested:

			v1 = TriangleVertex(sf, t, 0)
			v2 = TriangleVertex(sf, t, 1)
			v3 = TriangleVertex(sf, t, 2)
			
			v1x# = VertexX(sf,v1)
			v1y# = VertexY(sf,v1)
			v1z# = VertexZ(sf,v1)
			v2x# = VertexX(sf,v2)
			v2y# = VertexY(sf,v2)
			v2z# = VertexZ(sf,v2)
			v3x# = VertexX(sf,v3)
			v3y# = VertexY(sf,v3)
			v3z# = VertexZ(sf,v3)
			
		TFormPoint v1x,v1y,v1z,mesh,0



And The Same for the rest of the vertices!