What is the new Vertex Format

BlitzMax Forums/BlitzMax Programming/What is the new Vertex Format

TartanTangerine (was Indiepath)(Posted 2006) [#1]
The vertex format (FVF) has changed in 1.14 to include vertex color and alpha, I'm having some issues getting it worked out and until I do my textured poly module and other plugins are broken :(

This is what I summise, is this correct?

VertX
VertY
VertZ
VertColor $AARRGGBB
VertU
VertV


Thanks.


Yan(Posted 2006) [#2]
And how do I access SetActiveFrame from outside the official module?
TD3D7Max2DDriver(_max2dDriver).SetActiveFrame(frame)
or
Local D3D7Driver:TD3D7Max2DDriver = TD3D7Max2DDriver(_max2dDriver)
If D3D7Driver Then D3D7Driver.SetActiveFrame(frame)



TartanTangerine (was Indiepath)(Posted 2006) [#3]
Sorted!

Textured polys for all, in a seperate Module, coming soon :)


Haramanai(Posted 2006) [#4]
Cool... For all you mean OpenGL and DirectX?


TartanTangerine (was Indiepath)(Posted 2006) [#5]
Opengl is proving move a of problem to integrate.... Unless you can help with this...

This is the DirectX code to retrieve the tform points
Local	ix# = TD3D7Max2DDriver(_max2dDriver).ix
		Local	iy# = TD3D7Max2DDriver(_max2dDriver).iy
		Local	jx# = TD3D7Max2DDriver(_max2dDriver).jx
		Local	jy# = TD3D7Max2DDriver(_max2dDriver).jy
		Local	Drawcolor = TD3D7Max2DDriver(_max2dDriver).DrawColor

Now how do I do that for OpenGL? The tForm variables are private!!!


TartanTangerine (was Indiepath)(Posted 2006) [#6]
? any takers ?