Creating/Editing a mesh's Attribute Table

Equis1

Newcomer
Joined
Apr 15, 2005
Messages
2
Hello,

I am loading mesh information from a file format other than .X. I have created the vertex and index buffers successfully but I would also like to create subsets for texturing. I have tried a couple routes, originally getting the GraphicsStream by locking the Attribute Buffer and writing to it, which always crashed at run time. Obviously I wasn't writing to the stream properly.

The second method -

int faceStart = 0;
int vertexStart = 0;
AttributeRange[] test = new AttributeRange[importer.mesh.PolygonList.Count];
GraphicsStream attributeStream = mesh.LockAttributeBuffer(LockFlags.None);
for (int i = 0; i < importer.mesh.PolygonList.Count; i++)
{
IMDPolygon currentPoly = ((IMDPolygon)importer.mesh.PolygonList);
//Loop through all IMDMeshes
//Note that these should probably be divided into a Dx Subset
test.AttributeId = i;
test.FaceCount = currentPoly.TriangleList.Count;
test.FaceStart = faceStart;
test.VertexCount = currentPoly.VertexList.Count;
test.VertexStart = vertexStart;
faceStart += currentPoly.TriangleList.Count;
vertexStart += currentPoly.VertexList.Count;
}
mesh.UnlockAttributeBuffer();
mesh.SetAttributeTable(test);


The examples I see in C++ (few and far between) simply lock the AttributeStream which returns a DWORD pointer which they then set for each indice.
 
Back
Top