Basically, I’m trying to render the mesh from the texturedcube example.
The data points seem to expand out to invalid coordinates, and so I’m wondering if the documentation is correct, or if I’ve somehow misinterpreted it.
or something similar. The VERTEX semantic point to a source element that have vertex specific data. This source element have an accessor that tells you what data the vertices contains. This means it can have, and will likely have, POSITION data, but it can also have NORMAL and TEXCOORD data per vertex and not as in the input semantics, per face.
NORMAL and TEXCOORD semantics have sources that points to their respective look-up-arrays.
From your picture it seems you read every index as a x, y and z position. This is wrong.
The first occurrence in the first
elements is:
0 0 0 2 1 1 3 2 2 1 3 3</p>
IF you have the above semantics than this face consist of vertices 0, 2, 3 and 1. The normals is from index 0, 1, 2, 3 and the texture coordinates for the vertices are from index 0, 1, 2 and 3 in the source array pointed to from the input semantic of TEXCOORD.
And each vertex consist of a x, y and z element. So this first face consists of coordinates (-50, 50, 50), (-50, -50, 50), (50, -50, 50 ) and (50, 50, 50 ).
What, I’m still not sure about is how I read them in correctly. Or maybe I do have an idea and just need to confirm that it is what you are saying.
Basically are you saying that (probably according to the technique or semantic or something) that these indices break down as follows:
0 0 0 2 1 1 3 2 2 1 3 3
Broken down by groups of three:
0 0 0
2 1 1
3 2 2
1 3 3
From left to right.
The first vertical row indicates the indices for the vertices.
The normals are the next vertical row.
The texCoords are the last vertical row.
What about the last primitive with data like? It looks like this.
5 20 20 7 21 21 6 22 22 4 23 23
5 20 20
7 21 21
6 22 22
4 23 23
So, If I am understanding correctly, then the polygon for this face is made up of the indices at (5, 7, 6, 4).
50, 50, -50
50, -50, -50
-50, -50, -50
-50, 50, -50