Greetings.
Im trying to get the triangles in a bsp file.
Ive read the stickie, but it just confused me 
ive tryed this :
unsigned short unEdge = 1;
unsigned short unVert = 0;
unsigned short unZeroIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex]);
unsigned short unIndex = 0;
while (unEdge < (ctpFace->nNumOfVerts - 1))
{
tpDest[unVert].fPosition[0] = ctpVertexs[unZeroIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unZeroIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unZeroIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unZeroIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unZeroIndex].fTextureCoord[1];
unVert++;
unIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex + unEdge]);
tpDest[unVert].fPosition[0] = ctpVertexs[unIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unIndex].fTextureCoord[1];
unVert++;
unEdge++;
unIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex + unEdge]);
tpDest[unVert].fPosition[0] = ctpVertexs[unIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unIndex].fTextureCoord[1];
unVert++;
}
and this :
unsigned short unEdge = 0;
unsigned short unVert = 0;
unsigned short unIndex = 0;
while (unEdge < ctpFace->nNumOfVerts)
{
if (unEdge != 0) { unEdge -= 2; }
unIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex + unEdge]);
tpDest[unVert].fPosition[0] = ctpVertexs[unIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unIndex].fTextureCoord[1];
unVert++;
unEdge++;
unIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex + unEdge]);
tpDest[unVert].fPosition[0] = ctpVertexs[unIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unIndex].fTextureCoord[1];
unVert++;
unEdge++;
unIndex = (unsigned short)(ctpFace->nVertexIndex + cnpIndexs[ctpFace->nMeshVertIndex + unEdge]);
tpDest[unVert].fPosition[0] = ctpVertexs[unIndex].fPosition[0];
tpDest[unVert].fPosition[1] = ctpVertexs[unIndex].fPosition[1];
tpDest[unVert].fPosition[2] = ctpVertexs[unIndex].fPosition[2];
tpDest[unVert].fTextureCoord[0] = ctpVertexs[unIndex].fTextureCoord[0];
tpDest[unVert].fTextureCoord[1] = ctpVertexs[unIndex].fTextureCoord[1];
unVert++;
unEdge++;
}
And ive tryed doing it โmanualyโ on a box, i failed :banghead:
Could someone give me some light on how i could fetch those faces and make triangles out of it?
Thanks :moo: