Not that I'm finished with it but I want to thank many people in this great forum for their help, including but not limited to Donkey, Ratch, Randall Hyde, and more..

Below is the attached working program - 8k of points and of faces are max, any bigger and it will abend with a write error.. and a sample foot OBJ file from the objloader example from a game tutorial site..


Limited user interaction as listed:
V to switch between solid and wireframe
Z to zoom in
left/right arrow keys to rotate on X/Z axis

That is it for now, and it will only show triangulated meshes so far (no quads yet) - if you try, it will get missing faces and/or crash.

My question:


mov ecx,fObj
mov eax,EL
m2m gx, [ecx+eax].FFC.glF1
mov edx,gx


Is the above a runtime calculation or a compile-time calculation, I believe someone said it was compiled but I wanted to make sure.
Posted on 2004-02-23 11:55:56 by drarem
it's runtime, and a standard IA32 addressing mode.

I assume FFC is a structure type, right? So, basically, it means ecx+eax+ the offset of the field "glF1" in the FFC type structure.
Posted on 2004-02-23 12:09:36 by f0dder
It also looks bad.

If fObj is an array of FFCs, and eax/EL (element?) is an index (0, 1, 2, 3, ...) instead of a byte offset (0, sizeof FFC, 2*sizeof FFC, ...), your "FFCs" will be overlapping.
Posted on 2004-02-23 16:23:32 by tenkey
ty tenkey but EL is a multiple of the size of my structure, it works :)
Posted on 2004-02-23 17:07:39 by drarem