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		Caran
 
  
  Anmeldungsdatum: 11.03.2007 Beiträge: 290 Wohnort: Lörrach
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				 Verfasst am: 28.09.2007, 16:36    Titel: Suche nach Variable | 
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				Hallo,
 
mein Problem liegt bei der Milkshape.bi, so direkt ist es kein Problem da das Programm einwandfrei läuft aber ich muss wissen welche Position einzelne Vertices haben. Für alle die die Milkshape.bi nicht kennen der Code:
 
 	  | Code: | 	 		  ''
 
'' MilkshapeModel.bi
 
''
 
 
#ifndef __milkshapemodel_bi__
 
#define __milkshapemodel_bi__
 
 
'' Use FIELD = 1 for all structures that are used to read data from disk.
 
type MS3DHEADER FIELD = 1
 
   m_ID(9) as ubyte
 
   m_version as integer
 
end type
 
 
'' Vertex information
 
type MS3DVERTEX FIELD = 1
 
   m_flags as ubyte
 
   m_vertex(2) as single
 
   m_boneID as ubyte
 
   m_refCount as ubyte
 
end type
 
 
'' Triangle information
 
type MS3DTRIANGLE FIELD = 1
 
   m_flags as short
 
   m_vertexIndices(2) as short
 
   m_vertexNormals(2,2) as single
 
   m_s(2) as single
 
   m_t(2) as single
 
   m_smoothingGroup as ubyte
 
   m_groupIndex as ubyte
 
end type
 
 
'' Material information
 
type MS3DMATERIAL FIELD = 1
 
   m_name(31) as ubyte
 
   m_ambient(3) as single
 
   m_diffuse(3) as single
 
   m_specular(3) as single
 
   m_emissive(3) as single
 
   m_shininess as single       '' 0.0f - 128.0f
 
   m_transparency as single   '' 0.0f - 1.0f
 
   m_mode as ubyte               '' 0, 1, 2 is unused now
 
   m_texture as zstring * 128
 
   m_alphamap as zstring * 128
 
end type
 
 
'' Keyframe data
 
type MS3DKEYFRAME FIELD = 1
 
   m_jointIndex as integer
 
   m_time as single            '' millisecs
 
   m_parameter(2) as single
 
end type
 
 
 
type MESH
 
   m_materialIndex as integer
 
   m_numTriangles as integer
 
   m_pTriangleIndices as integer ptr
 
end type
 
 
''   Material properties
 
type MATERIAL
 
   m_ambient(3) as single
 
   m_diffuse(3) as single
 
   m_specular(3) as single
 
   m_emissive(3) as single
 
   m_shininess as single
 
   m_texture as uinteger
 
   m_pTextureFilename as zstring ptr
 
end type
 
 
''   Triangle structure
 
type TRIANGLE
 
   m_vertexNormals(2,2) as single
 
   m_s(2) as single
 
   m_t(2) as single
 
   m_vertexIndices(2) as integer
 
end type
 
 
''   Vertex structure
 
type VERTEX
 
   '' for skeletal animation
 
   m_boneID as ubyte
 
   m_location(2) as single
 
end type
 
 
type MODEL
 
   m_numMeshes as integer
 
   m_pMeshes as MESH ptr
 
 
   ''   Materials used
 
   m_numMaterials as integer
 
   m_pMaterials as MATERIAL ptr
 
 
   ''   Triangles used
 
   m_numTriangles as integer
 
   m_pTriangles as TRIANGLE ptr
 
 
   ''   Vertices Used
 
   m_numVertices as integer
 
   m_pVertices as VERTEX ptr
 
end type
 
 
'' Declare MilkShape functions
 
declare function LoadGLTexture (byval filename as zstring ptr) as uinteger
 
declare function Model_LoadModelData(byval pM as MODEL ptr, byref filename as string) as integer
 
declare sub Model_Draw(byval pM as MODEL ptr)
 
declare sub Model_ReloadTextures(byval pM as MODEL ptr)
 
declare sub Model_Init(byval pModel as MODEL ptr)
 
declare sub Model_Delete(byval pM as MODEL ptr)
 
 
''
 
'' MilkshapeModel.bas
 
''
 
 
 
 
''------------------------------------------------------------------------------
 
'' Common window constants
 
#ifndef FALSE
 
#define FALSE 0
 
#endif
 
 
#ifndef TRUE
 
#define TRUE -1
 
#endif
 
 
''------------------------------------------------------------------------------
 
'' Load header files
 
 
#include once "crt.bi"
 
#include once "GL/gl.bi"
 
#include once "GL/glu.bi"
 
''------------------------------------------------------------------------------
 
''Load the model data into the private variables.
 
function Model_LoadModelData(byval pM as MODEL ptr, byref filename as string) as integer
 
   dim i as integer, j as integer, c as integer
 
   dim ffile as integer
 
   dim fileSize as integer
 
   dim pBuffer as byte ptr
 
   dim pPtr as byte ptr
 
 
   dim pHeader as MS3DHEADER ptr
 
   dim pVertex as MS3DVERTEX ptr
 
   dim pTriangle as MS3DTRIANGLE ptr
 
   dim pMaterial as MS3DMATERIAL ptr
 
   dim pTriangleIndices as integer ptr
 
 
   dim nVertices as integer
 
   dim nTriangles as integer
 
   dim nMaterials as integer
 
   dim nGroups as integer
 
 
   dim vertexIndices(3) as integer
 
   dim t(3) as single
 
   dim materialIndex as byte
 
 
 
   ffile = freefile
 
 
   if  dir(filename) = "" then                                      '' Couldn't open the model file.
 
      return FALSE
 
   end if
 
 
   open filename for binary as ffile
 
 
   fileSize = lof(ffile)
 
 
   pBuffer = allocate(fileSize)
 
   pPtr = pBuffer
 
 
   for i = 0 to filesize - 1
 
      get #ffile, , *pPtr
 
      pPtr=pPtr+1
 
   next
 
   close (ffile)
 
 
   pPtr = pBuffer
 
   pHeader = cast(MS3DHEADER ptr,pPtr)
 
   pPtr = pPtr + len(MS3DHEADER)
 
 
   if strncmp(varptr(pHeader->m_ID(0)),"MS3D000000", 10) <> 0 then  '' Not a valid Milkshape3D model file.
 
      return FALSE
 
   end if
 
 
   if pHeader->m_version < 3  or  pHeader->m_version > 4 then        '' Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported.
 
      return FALSE
 
   end if
 
 
 
   nVertices = peek(short,pPtr)
 
   pM->m_numVertices = nVertices
 
   pM->m_pVertices = allocate(len(VERTEX)*(nVertices+1))
 
   pPtr = pPtr + len(short)
 
 
   for i = 0 to nVertices - 1
 
      pVertex = cast(MS3DVERTEX ptr,pPtr)
 
      pM->m_pVertices[i].m_boneID = pVertex->m_boneID
 
      memcpy (varptr(pM->m_pVertices[i].m_location(0)), varptr(pVertex->m_vertex(0)), len(single)*3)
 
        pPtr = pPtr + len(MS3DVERTEX)
 
   next
 
 
   nTriangles = peek(short,pPtr)
 
   pM->m_numTriangles = nTriangles
 
   pM->m_pTriangles = allocate(len(TRIANGLE)*(nTriangles+1))
 
   pPtr = pPtr + len(short)
 
 
   for i = 0 to nTriangles - 1
 
      pTriangle = cast(MS3DTRIANGLE ptr,pPtr)
 
      vertexIndices(0) = pTriangle->m_vertexIndices(0)
 
      vertexIndices(1) = pTriangle->m_vertexIndices(1)
 
      vertexIndices(2) = pTriangle->m_vertexIndices(2)
 
      t(0) = 1.0 - pTriangle->m_t(0)
 
      t(1) = 1.0 - pTriangle->m_t(1)
 
      t(2) = 1.0 - pTriangle->m_t(2)
 
      memcpy(varptr(pM->m_pTriangles[i].m_vertexNormals(0,0)), varptr(pTriangle->m_vertexNormals(0,0)), len(single)*3*3)
 
      memcpy(varptr(pM->m_pTriangles[i].m_s(0)), varptr(pTriangle->m_s(0)), len(single)*3)
 
      memcpy(varptr(pM->m_pTriangles[i].m_t(0)), varptr(t(0)), len(single)*3)
 
      memcpy(varptr(pM->m_pTriangles[i].m_vertexIndices(0)), varptr(vertexIndices(0)), len(integer)*3)
 
      pPtr + = len(MS3DTRIANGLE)
 
   next
 
 
   nGroups = peek(short,pPtr)
 
   pM->m_numMeshes = nGroups
 
   pM->m_pMeshes = allocate(len(MESH)*(nGroups+1))
 
   pPtr = pPtr + len(short)
 
 
   for i = 0 to nGroups - 1
 
      pPtr = pPtr + len(byte)                               '' flags
 
      pPtr = pPtr + 32                                      '' name
 
      nTriangles = peek(short,pPtr)
 
      pPtr = pPtr + len(short)
 
 
      pTriangleIndices = allocate(len(integer)*(nTriangles+1))
 
 
      for j = 0 to nTriangles - 1
 
         pTriangleIndices[j] = peek(short,pPtr)
 
         pPtr + = len(short)
 
      next
 
 
      materialIndex = peek(byte,pPtr)
 
      pPtr = pPtr + len(byte)
 
 
      pM->m_pMeshes[i].m_materialIndex = materialIndex
 
      pM->m_pMeshes[i].m_numTriangles = nTriangles
 
      pM->m_pMeshes[i].m_pTriangleIndices = pTriangleIndices
 
   next
 
 
   nMaterials = peek(short,pPtr)
 
   pM->m_numMaterials = nMaterials
 
   pM->m_pMaterials = allocate(len(MATERIAL)*(nMaterials+1))
 
   pPtr = pPtr + len(short)
 
   dim ptemp as ubyte ptr
 
   for i = 0 to nMaterials - 1
 
      pMaterial = cast(MS3DMATERIAL ptr,pPtr)
 
      memcpy (varptr(pM->m_pMaterials[i].m_ambient(0)), varptr(pMaterial->m_ambient(0)), len(single)*4)
 
      memcpy (varptr(pM->m_pMaterials[i].m_diffuse(0)), varptr(pMaterial->m_diffuse(0)), len(single)*4)
 
      memcpy (varptr(pM->m_pMaterials[i].m_specular(0)), varptr(pMaterial->m_specular(0)), len(single)*4)
 
      memcpy (varptr(pM->m_pMaterials[i].m_emissive(0)), varptr(pMaterial->m_emissive(0)), len(single)*4)
 
      pM->m_pMaterials[i].m_shininess = pMaterial->m_shininess
 
      pM->m_pMaterials[i].m_pTextureFilename = allocate(strlen(pMaterial->m_texture) + 1)
 
 
      c = 0
 
      while pMaterial->m_texture[c] <> 0
 
         pM->m_pMaterials[i].m_pTextureFilename[c] = pMaterial->m_texture[c]
 
         c =c+1
 
      wend
 
      pM->m_pMaterials[i].m_pTextureFilename[c] = 0
 
      pPtr = pPtr + len(MS3DMATERIAL)
 
   next
 
   Model_ReloadTextures (pM)
 
 
   return TRUE
 
end function
 
 
''------------------------------------------------------------------------------
 
'' Set everything to NULL - possibly not needed in FreeBASIC?
 
sub Model_Init(byval pM as MODEL ptr)
 
   pM->m_numMeshes = 0
 
   pM->m_pMeshes = 0
 
   pM->m_numMaterials = 0
 
   pM->m_pMaterials = 0
 
   pM->m_numTriangles = 0
 
   pM->m_pTriangles = 0
 
   pM->m_numVertices = 0
 
   pM->m_pVertices = 0
 
end sub
 
 
''------------------------------------------------------------------------------
 
'' Free the memory of our model
 
sub Model_Delete(byval pM as MODEL ptr)
 
   dim i as integer
 
 
   if pM = 0 then exit sub
 
 
   for i = 0 to pM->m_numMeshes - 1
 
      if pM->m_pMeshes[i].m_pTriangleIndices then
 
         deallocate(pM->m_pMeshes[i].m_pTriangleIndices)
 
      end if
 
   next
 
 
   for i = 0 to pM->m_numMaterials - 1
 
      if pM->m_pMaterials[i].m_pTextureFilename then
 
         deallocate(pM->m_pMaterials[i].m_pTextureFilename)
 
      end if
 
   next
 
 
   pM->m_numMeshes = 0
 
   if pM->m_pMeshes <> 0 then
 
      if pM->m_pMeshes then
 
         deallocate(pM->m_pMeshes)
 
      end if
 
      pM->m_pMeshes = 0
 
   end if
 
   pM->m_numMaterials = 0
 
   if pM->m_pMaterials <> 0 then
 
      if pM->m_pMaterials then
 
         deallocate(pM->m_pMaterials)
 
      end if
 
      pM->m_pMaterials = 0
 
   end if
 
   pM->m_numTriangles = 0
 
   if pM->m_pTriangles <> 0 then
 
      if pM->m_pTriangles then
 
         deallocate(pM->m_pTriangles)
 
      end if
 
      pM->m_pTriangles = 0
 
   end if
 
   pM->m_numVertices = 0
 
   if pM->m_pVertices <> 0 then
 
      if pM->m_pVertices then
 
         deallocate(pM->m_pVertices)
 
      end if
 
      pM->m_pVertices = 0
 
   end if
 
   pM = 0
 
end sub
 
 
Function Model_Mesh(byval pM as MODEL ptr)
 
   Model_Mesh=pM->m_numMeshes
 
End function
 
 
''------------------------------------------------------------------------------
 
'' Draw the model
 
sub Model_Draw_1(byval pM as MODEL Ptr,ByVal i As Integer,ByVal l As Integer)
 
   dim j as integer, k as integer
 
   dim texEnabled as GLboolean
 
   dim materialIndex as integer
 
   dim triangleIndex as integer
 
   dim pTri as TRIANGLE ptr
 
   dim index as integer
 
 
   texEnabled = glIsEnabled (GL_TEXTURE_2D)
 
 
   '' Draw by group
 
      materialIndex = pM->m_pMeshes[i].m_materialIndex
 
      if materialIndex >= 0 then
 
         glMaterialfv (GL_FRONT, GL_AMBIENT, varptr(pM->m_pMaterials[materialIndex].m_ambient(0)))
 
         glMaterialfv (GL_FRONT, GL_DIFFUSE, varptr(pM->m_pMaterials[materialIndex].m_diffuse(0)))
 
         glMaterialfv (GL_FRONT, GL_SPECULAR, varptr(pM->m_pMaterials[materialIndex].m_specular(0)))
 
         glMaterialfv (GL_FRONT, GL_EMISSION, varptr(pM->m_pMaterials[materialIndex].m_emissive(0)))
 
         glMaterialf (GL_FRONT, GL_SHININESS, pM->m_pMaterials[materialIndex].m_shininess)
 
         If l>0 then
 
         if pM->m_pMaterials[materialIndex].m_texture > 0 then
 
            glBindTexture (GL_TEXTURE_2D, pM->m_pMaterials[materialIndex].m_texture)
 
            glEnable (GL_TEXTURE_2D)
 
         else
 
            glDisable (GL_TEXTURE_2D)
 
         end If
 
         End if
 
      else
 
         '' Material properties?
 
         glDisable (GL_TEXTURE_2D)
 
      end if
 
 
      glBegin (GL_TRIANGLES)
 
 
         for j = 0 to pM->m_pMeshes[i].m_numTriangles - 1
 
            triangleIndex = pM->m_pMeshes[i].m_pTriangleIndices[j]
 
            pTri = varptr(pM->m_pTriangles[triangleIndex])
 
            for k = 0 to 2
 
               index = pTri->m_vertexIndices(k)
 
               glNormal3fv (varptr(pTri->m_vertexNormals(k,0)))
 
               glTexCoord2f (pTri->m_s(k), pTri->m_t(k))
 
               glVertex3fv (varptr(pM->m_pVertices[index].m_location(0)))
 
            next
 
         next
 
      glEnd ()
 
   
 
 
   if texEnabled <> 0 then
 
      glEnable (GL_TEXTURE_2D)
 
   else
 
      glDisable (GL_TEXTURE_2D)
 
   end if
 
end sub
 
 
sub Model_Draw(byval pM as MODEL ptr)
 
   dim  i as integer, j as integer, k as integer
 
   dim texEnabled as GLboolean
 
   dim materialIndex as integer
 
   dim triangleIndex as integer
 
   dim pTri as TRIANGLE ptr
 
   dim index as integer
 
 
   texEnabled = glIsEnabled (GL_TEXTURE_2D)
 
 
   '' Draw by group
 
   for i = 0 to pM->m_numMeshes - 1
 
      materialIndex = pM->m_pMeshes[i].m_materialIndex
 
      if materialIndex >= 0 then
 
         glMaterialfv (GL_FRONT, GL_AMBIENT, varptr(pM->m_pMaterials[materialIndex].m_ambient(0)))
 
         glMaterialfv (GL_FRONT, GL_DIFFUSE, varptr(pM->m_pMaterials[materialIndex].m_diffuse(0)))
 
         glMaterialfv (GL_FRONT, GL_SPECULAR, varptr(pM->m_pMaterials[materialIndex].m_specular(0)))
 
         glMaterialfv (GL_FRONT, GL_EMISSION, varptr(pM->m_pMaterials[materialIndex].m_emissive(0)))
 
         glMaterialf (GL_FRONT, GL_SHININESS, pM->m_pMaterials[materialIndex].m_shininess)
 
         if pM->m_pMaterials[materialIndex].m_texture > 0 then
 
            glBindTexture (GL_TEXTURE_2D, pM->m_pMaterials[materialIndex].m_texture)
 
            glEnable (GL_TEXTURE_2D)
 
         else
 
            glDisable (GL_TEXTURE_2D)
 
         end if
 
      else
 
         '' Material properties?
 
         glDisable (GL_TEXTURE_2D)
 
      end if
 
 
      glBegin (GL_TRIANGLES)
 
 
         for j = 0 to pM->m_pMeshes[i].m_numTriangles - 1
 
            triangleIndex = pM->m_pMeshes[i].m_pTriangleIndices[j]
 
            pTri = varptr(pM->m_pTriangles[triangleIndex])
 
            for k = 0 to 2
 
               index = pTri->m_vertexIndices(k)
 
               glNormal3fv (varptr(pTri->m_vertexNormals(k,0)))
 
               glTexCoord2f (pTri->m_s(k), pTri->m_t(k))
 
               glVertex3fv (varptr(pM->m_pVertices[index].m_location(0)))
 
            next
 
         next
 
      glEnd ()
 
   next
 
 
   if texEnabled <> 0 then
 
      glEnable (GL_TEXTURE_2D)
 
   else
 
      glDisable (GL_TEXTURE_2D)
 
   end if
 
end sub
 
 
''------------------------------------------------------------------------------
 
'' Reload the textures.
 
'' Note that the filenames of materials stored in the Model
 
'' are in Null terminated strings and will need to be converted later. Relative
 
'' paths must also be correct.
 
sub Model_ReloadTextures(byval pM as MODEL ptr)
 
   dim  i as integer
 
 
   for i = 0 to pM->m_numMaterials - 1
 
      if strlen (*pM->m_pMaterials[i].m_pTextureFilename) > 0 then
 
         pM->m_pMaterials[i].m_texture = LoadGLTexture(Curdir+"/"+*pM->m_pMaterials[i].m_pTextureFilename)
 
         
 
         
 
      else
 
         pM->m_pMaterials[i].m_texture = 0
 
      end if
 
   next
 
end sub
 
 
 
''------------------------------------------------------------------------------
 
function LoadGLTexture (byval filename as zstring ptr) as uinteger       '' Load Bitmaps And Convert To Textures
 
   dim pImage as BITMAP_RGBImageRec ptr           '' Create Storage Space For The Texture
 
   dim texture as uinteger                     '' Texture ID
 
   dim fbfilename as string
 
 
   '' Convert filename in model from a zstring to a FB string.
 
   '' Notice that NeHe created the model with the "data" directory hard coded in the Milkshape model
 
   fbfilename = *filename
 
 
   pImage = LoadBMP (fbfilename)
 
 
   if pImage <> NULL  then
 
      if  pImage->buffer <> NULL then
 
         glGenTextures (1, varptr(texture))          '' Create The Texture
 
 
          '' Typical Texture Generation Using Data From The Bitmap
 
         glBindTexture (GL_TEXTURE_2D, texture)
 
         glTexImage2D (GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->buffer)
 
         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
 
         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
 
 
         deallocate(pImage->buffer)                  '' DEALLOCATE The Texture Image Memory
 
         deallocate(pImage)                          '' DEALLOCATE The Image Structure
 
      end if
 
   end if
 
 
   return texture
 
end function
 
 
 
#endif
 
 | 	  
 
(Die Sub Model_Draw_1 gehört standartgemäß nicht zur bi diesen Teil des Codes habe ich von atari bekommen.)
 
Nun möchte ich wie schon gesagt Positionen von Vertices ermitteln, allerdings erschwert mir dieser Haufen von Variablen die Sache gewaltig. Zudem auch noch die eckigen Klammern oder die "->"-Zeichen verwirren mich. Kann mir jemand weiter helfen?
 
 
MfG Caran | 
			 
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		Eternal_pain
 
  
  Anmeldungsdatum: 08.08.2006 Beiträge: 1783 Wohnort: BW/KA
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				 Verfasst am: 28.09.2007, 20:58    Titel:  | 
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				das kommt davon wenn man sich code 'zusammenklaut' und nicht weiss was er bewirkt    
 
eckige klammern zeigen auf einen direkten index eines pointers... die -> wiederum zeigen auf auf ein index in einem type pointer.
 
vom prinzip eigentlich das selbe als wenn man mit dem punkt (irgendwas.bla) auf ein normalen type index zugreift... _________________
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		Caran
 
  
  Anmeldungsdatum: 11.03.2007 Beiträge: 290 Wohnort: Lörrach
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				 Verfasst am: 29.09.2007, 10:00    Titel:  | 
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				Zusammengeklaut? Is doch Freeware nich?  
 
Trotzdem werd ich aus dem Code nich so ganz schlau, obwohl ich mir die Variablen die am warscheinlichsten die Verticeskoordinaten beinhalten ausgeben lassen habe. Die ausgegebenen Werte schienen mir aber allesamt eher unwarscheinlich. | 
			 
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		Eternal_pain
 
  
  Anmeldungsdatum: 08.08.2006 Beiträge: 1783 Wohnort: BW/KA
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				 Verfasst am: 29.09.2007, 11:19    Titel:  | 
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				in wie fern, 'unwahrscheinlich' ? das koordinaten systen in '3D' ist etwas anderes als mit x/y auf den Bildschirm zu klatschen... da hast es meistens mit single oder double variablen zu tun.. und je nach zoom, winkel ect... kann das ganze schon 'seltsam' wirken... (aber auch nur wenn man es nicht selbst gemacht hat   ) _________________
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		Caran
 
  
  Anmeldungsdatum: 11.03.2007 Beiträge: 290 Wohnort: Lörrach
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				 Verfasst am: 29.09.2007, 12:33    Titel:  | 
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				| Ich würd ma tippen dass es varptr(pM->m_pVertices[index].m_location(0)) wäre aber wenn ich das mit einer selbstgebastelten Sub auslesen will zeigt er mir z.B. 200016076. Die Zahlen Steigern sich zwar allerdings sinken sie in geringerem Maße ab und zu wieder ab. | 
			 
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		Eternal_pain
 
  
  Anmeldungsdatum: 08.08.2006 Beiträge: 1783 Wohnort: BW/KA
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				 Verfasst am: 29.09.2007, 12:36    Titel:  | 
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				varptr gibt Dir ja auch nur einen pointer auf eine variable zurueck, nicht aber seinen wert, lass das varptr mal weg   _________________
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		Caran
 
  
  Anmeldungsdatum: 11.03.2007 Beiträge: 290 Wohnort: Lörrach
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				 Verfasst am: 29.09.2007, 13:18    Titel:  | 
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				Ja stimmt jetzt ist alles wieder in Butter.   
 
Oh man das hätt mir doch auch auffallen müssen  .
 
Wie auch immer, Danke!
 
MfG Caran | 
			 
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