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Chiwawa
23
Years of Service
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Joined: 13th Oct 2002
Location: Canada
Posted: 11th Jul 2003 04:33
hmmmmm in the help then write "version 336 is the default" ...

but in fact when you create a memblock from a mesh from..a primitive created in dbpro ... its the version 270..... and each vertice is 32..and not 36 byte then im asking wich component is not there..in this version? im taking a guest and i say: the diffuse color

but im not sure ill do some test...
hmm in fact it was a question but.. not its almost an affirmation.. anyway.. see by yourself:

DBPro V4.1
haggisman
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 11th Jul 2003 11:19
Yup they changed it from 336 to 274 by removing the diffuse color component of the objects. I guess they should have changed the help files as well.

project: light/obscurance mapper (85% done)
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 11th Jul 2003 11:29
ya both mad because it was 338 (you can't actually get 336 physically impossible)

haggisman
23
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 11th Jul 2003 12:41
Oops, i knew i shouldn't have copied that number off the first post

project: light/obscurance mapper (85% done)
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 11th Jul 2003 13:41
Not completely sure why they changed it to 274, but there must be a sound reason. Hopefully they will change it back to the much more useful 338, but it is pretty easy to change it.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
Chiwawa
23
Years of Service
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Joined: 13th Oct 2002
Location: Canada
Posted: 11th Jul 2003 15:26
thx

sorry for the "336" i was rememering..the 33 and ..something round..like 6
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 11th Jul 2003 16:07
lol... if you want to know why they changed it from
(FVF_XYZ||FVF_NORMAL||FVF_DIFFUSE||FVF_TEX1)
to
(FVF_XYZ||FVF_NORMAL||FVF_TEX1)

then just look at my "Can anyone see whats wrong with this picture?" thread

Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 11th Jul 2003 16:52
HEY!

CONVERT OBJECT FVF doesn't seem to work!



It's only today since I've returned to DBP coding for a break from Delphi that I've rediscovered how buggy it is - oh well - time to email Lee again. Hopefully it'll improve dramatically over the next month or two.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
IanM
Retired Moderator
23
Years of Service
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 11th Jul 2003 16:53
I've had no problem using the diffuse part of the vertex on any version from 3.1 upwards - in fact I was prototyping a landscape engine with it before I added textures.

I'll check out your other piece of code later when I get home.
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 11th Jul 2003 17:31
yeah Rob there's that for some peeps... but even if you created directly in the memblock specifying all the value - the bugger still don't work

Chiwawa
23
Years of Service
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Joined: 13th Oct 2002
Location: Canada
Posted: 12th Jul 2003 01:30
damn.... i dont know if its me...... or...

ok.. the old format was better ...... i mean this one:



i know.... its a littlebit bigger... BUT now each polygon is disconnected..... i mean in the old format you was able to take the same vertex..for 3 or 4 polygon..then when you were moving this vertex...all the polygon who touch to this vertex..was moving together... but NOW you have to move all the vertice who are at the same place....if not you will have some face not rendered..and hole in your object...... cause every 3 vertice are a polygon

Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 12th Jul 2003 07:40
they're just using FVF format which is the inherint D3D Format, they could've wrappered it but really i don't think it matter much - i just wish they'd work out the kinks in the engine before rewriting it.

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