In the example posted the type is POSD and stream index is 1. So in the example index would be 0 to n vertices and color_stream_index would be 0 to n colour streams?
>The way you're iterating the color array is not correct.
>
>For RTS_TL_BYREF or RTS_TL_BYREF_POSD you use:
>XSI_RTS_ColorRGBA *color =
>in_pGeom->m_pColorPtrArray[index][color_stream_index];
>
>And for RTS_TL_SINGLE_INDEX_ARRAY:
>XSI_RTS_ColorRGBA *color =
>&in_pGeom->m_pColorArray[m_pIndices[index]][color_stream_index]
>
>So you have to handle both code paths...
>
>Wessam Bahnassi
>Microsoft DirectX MVP,
>Programmer
>Electronic Arts
>--
>In|Structurez Arabic Gamedev Community
>www.instructurez.com
>
>> -----Original Message-----
>> From: owner-3dgames(at)Softimage.COM [owner-3dgames(at)Softimage.COM] On
>> Behalf Of Byron Atinson-Jones
>> Sent: Saturday, August 19, 2006 5:51 PM
>> To: 3DGames(at)Softimage.COM
>> Subject:
>>
>> My first pass code looks like:
>>
>> XSI_RTS_ColorRGBA *color = in_pGeom->m_pColorPtrArray[0];
>>
>> for(DWORD dwI = 0; dwI 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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