Sorry, I didn't answer your questions: > Hi, I have questions about using the dynamic mesh > > 1. what should be the order of vertices in a triangle?
That depends on your cullmode, either clockwise or counter-cw :p. Try once, find out! > 2. given three points, how to order them correctly (the fastest way)? Depends how you build your mesh. I used a modeled mesh, the verts are already ordered there. Build an algorithm that makes your mesh logically in the right sequence if it's more dynamic than that, you shouldn't have to order them afterwards. > 3. how do I calculate texture coordinates? Again, depends what you want to achieve; you'll either have to calculate them by hand in your algorithm; use a simple mapping ( spherical, planar, ... ), or use a modeling package and export them > 4. what is the least needed to draw a mesh (vertices are enough, or more > is needed)? Yeah, that is enough, provided you give them in the right order to define triangles ( so you pass the vertices as a triangle list; I think there are quadlists too > 5. how do I set the texture (is materials->bind(pMaterial) enough)? Yup! See the example for that > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

