[no subject]

Date : Sun, 20 Aug 2006 01:51:09 +0100
To : 3DGames(at)Softimage.COM
From : Byron Atinson-Jones <byron(at)xiotex.free-online.co.uk>
My first pass code looks like:

	XSI_RTS_ColorRGBA *color = in_pGeom->m_pColorPtrArray[0];

	for(DWORD dwI = 0; dwI < in_pGeom->m_NbVertices; dwI++)
	{
		XSI_RTS_ColorRGBA a = *color;

		color->m_alpha = 0;
		color->m_blue = a.m_red;
		color->m_green = a.m_green;
		color->m_red = a.m_blue;
		++color;
	}

When applied to something simple like a cube it appears to work fine. When I
moved onto more complex meshes like a sphere it begins to go a bit wrong:

This is the view in shaded:

www.xiotex.com/shaded.JPG

and the same view in dx:

www.xiotex.com/dx.JPG

Any clues you can give me about what I am doing wrong... 



>In XSI_RTS_TriangulatedGeometry's definition:
>XSI_RTS_ColorRGBA *m_pColorArray;
>
>So you have to swizzle that before you use it your shader. Since you're
>modifying the DXDraw node's code, then you can do the swizzle there or
>probably better at the graphics sequencer level.
>
>Also, the code for DXDraw and the DX graphics sequencer shows what states
>are overwritten by these nodes. Note that they use a state block to preserve
>original device state after EndScene().
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