@Optmisitic_Peach wrote:
I'm trying to create a list of vertices from a model I load. I first load the model, then loop through meshes and then mesh parts and finally check if it's using the index buffer.
When I check if it's using the index buffer, I use this:
if (MeshPart.IndexBuffer != null) { if (MeshPart.IndexBuffer.IndexCount <= 0) { throw new Exception(); // This may be in error, I'm not sure how monogame handles this... } //Use the indices here }
When I use this method, I then extract the indices like so:
int[] Indices = new int[MeshPart.IndexBuffer.IndexCount]; MeshPart.IndexBuffer.GetData(Indices); foreach (var b in Indices) { Vertices.Add(VertexArr[b]); }
Unfortunately I get illogically large numbers as "indices" like:
This happens even though my vertex buffer's # of vertices is 108.How would I properly use the index buffer and check if I should use it?
Thanks!
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