usage example : void CViewRender::DrawAlienLens( IMaterialSystem * materials, IMaterial* pMaterial ) { materials->Bind( pMaterial ); AlienLens = materials->GetDynamicMesh( true );
CMeshBuilder meshBuilder; meshBuilder.Begin( AlienLens, MATERIAL_TRIANGLES, 1512 ); meshBuilder.Position3f( 1.073661f, -1.167747f, 0.000000f ); meshBuilder.TexCoord2f( 0, 0.959300f, 0.999500f); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( 1.009307f, -1.167747f, 0.000000f ); meshBuilder.TexCoord2f( 0, 0.931700f, 0.999500f); meshBuilder.AdvanceVertex(); ... a ridiculous amount of similar calls here meshBuilder.Position3f( -1.167747f, -1.167747f, -0.000000f ); meshBuilder.TexCoord2f( 0, 0.000500f, 0.999500f); meshBuilder.AdvanceVertex(); meshBuilder.End(); AlienLens->Draw(); } I wrote a text parser that takes an .smd, parses the triangles & texcoords, and transforms them into this c++ code that I then just copy/paste into my code :p hth, -- maarten > Hi, I have questions about using the dynamic mesh > > 1. what should be the order of vertices in a triangle? > 2. given three points, how to order them correctly (the fastest way)? > 3. how do I calculate texture coordinates? > 4. what is the least needed to draw a mesh (vertices are enough, or more > is needed)? > 5. how do I set the texture (is materials->bind(pMaterial) enough)? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders