Game Development Community

[T3D 1.0] Accessing TSShape Mesh data

by Shawn Kennedy · in Torque 3D Professional · 03/02/2011 (9:26 am) · 0 replies

Hello,

I'm trying to sort triangles for an object (derived from TSShape) by doing the following:

void MyShape::sortTriangles()
{
	Con::printf( "Sorting Triangles For %s", this->getShapeFileName() );

	Resource<TSShape> rShape = this->getShape();

	for( int mm = 0; mm < rShape->meshes.size(); mm++ ) //Once Per Mesh
	{
		int meshSize = rShape->meshes[mm]->getNumPolys();

		// For no overlaps
		bool* alreadyCounted = new bool[meshSize];
		for( int i =0; i < meshSize; alreadyCounted[i++]=false);
		{
			TSMesh * mesh = rShape->meshes[mm];
			//do some checking here if it's a skinmesh, i.e.:
			TSSkinMesh* sMesh = dynamic_cast<TSSkinMesh*>(mesh);
			Vector<Point3F>* vertexList = &mesh->verts;

                        // do sorting here, etc, etc
        }
    }
}

However, mesh->verts, mesh->normals, etc all have 0 elements. Anyone know what I could be doing wrong here?

Thanks.