We have a problem where a dynamic mesh is not being drawn the way we want it to be drawn.
You can see the problem in this image. http://img329.imageshack.us/img329/8563/texturetest0004xw3.jpg We use a scripting engine to draw this on the client side. The draw code goes something like this. function ent:Draw() local m = Mesh("ring/redring") m:Begin(Mesh.QUADS, 20) local white = Color(255,255,255,255) for count = 1,20 do local v1 = vectorList[count].v1 local v2 = vectorList[count].v2 local v3 = vectorList[count].v3 local v4 = vectorList[count].v4 local normal = TriNormal(v1,v2,v3) m:Color(white) m:TexCoord(0, 1) m:Normal(normal) m:Position(v4) m:Advance() m:Color(white) m:TexCoord(1, 1) m:Normal(normal) m:Position(v3) m:Advance() m:Color(white) m:TexCoord(1, 0) m:Normal(normal) m:Position(v1) m:Advance() m:Color(white) m:TexCoord(0, 0) m:Normal(normal) m:Position(v2) m:Advance() end m:End() end This is what happens in C++ // Class members IMesh *m_pMesh; CMatRenderContextPtr m_RenderContext; CMeshBuilder m_MeshBuilder; IMaterial *m_pMat; // m = Mesh("ring/redring") m_RenderContext = materials->GetRenderContext(); m_pMat = materials->FindMaterial(mat, TEXTURE_GROUP_CLIENT_EFFECTS ); // m:Begin(Mesh.QUADS, 20) m_RenderContext->Bind(m_pMat, NULL); m_pMesh = m_RenderContext->GetDynamicMesh( ); m_MeshBuilder.Begin(m_pMesh,static_cast<MaterialPrimitiveType_t>(primativety pe), numprimatives); // m:End() m_MeshBuilder.End(false, true); // m:???(???) Runs code from m_MeshBuilder; All this code is called from a C_BaseEntity on the client side. If you have any ideas on what is going wrong I will be very grateful. With Thanks, Haza _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

