Van B
Wait. If I use memblock to make object, why any examples of welding are useing vertexdata(rebuild indexes)? Why not I should make mesh from plane and then just add it to itself with ADD MESH TO VERTEXDATA?
So I came up with the simple code:
make plane 1
make mesh from object 1
lock vertexdata 1
add mesh to vertexdata 1,1
add mesh to vertexdata 1,1
add mesh to vertexdata 1,1
unlock vertexdata 1
delete mesh 1
How uncool is it? What cons? Pros: simple
Also, this is hidden knowledge for me - what is the difference between mesh made with MAKE MESH FROM MEMBLOCK and modified with it's clones generic plane using VERTEXDATA... ???
Quote: "set object normals which will calculate the normals for you"
How it knows the face direction? Even 3ds max makes errors on complex objects sometimes. And my object not even welded.
UPDATE: Diggsey said:
Quote: "you have to use a rather hacky (and slower) method of calling "add mesh to vertexdata" and "delete mesh from vertexdata"."
...hacky?
UPDATE: Van B said:
Quote: "Check the codebase for Kevin Verbeeks memblock tutorial, it's a memblock matrice, but is full of usefull bits - it's how I sussed them out.
What you do is make a memblock and set the format by writing data to it, then you add things like the vertice count, then the actual mesh data. It's not childsplay but worth taking time out to learn, you can do a helluva lot with memblock meshes."
...hm. So memblocks for creation and vertexdata for altering mesh (vertex colors, etc..)??? Right?