I’m having some trouble wrapping my head around how to make custom meshes in Urho. I took the DynamicGeometry sample as the base and I’m trying to do just a simple quad using a custom mesh. So two triangles. Shouldn’t be too hard, now should it… But for some reason I end up getting very strange results.
What I currently have is one triangle on one side and then on the other side I have one line (see screenshots).
dropbox.com/s/9q13rmo7bj6v1 … 4.png?dl=0
dropbox.com/s/xlattnpzc2h6o … 9.png?dl=0
And this is my vertex data and indices:
float vertexData_[] {
// Position Normal
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f
}
unsigned short indexData_[] {
0, 1, 2,
2, 1, 3
}
And finally the geometry is created like this:
geom->SetVertexBuffer(0, vb);
geom->SetIndexBuffer(ib);
geom->SetDrawRange(TRIANGLE_STRIP, 0, 4);
The initialization of vb and ib is pretty much exactly as in the sample.
I know there’s probably some really really simple explanation for this, but I keep tripping up with these vertex/index definitions with custom meshes, no matter what engine or language I’m using.