I can now get the vertex colors to work in blitz if i flag 2 ok, but isnt there a way to set flags in x(like you can in b3d), to tell blitz how to treat the mesh without having to resort to lots of recursive entityfx setting?
EntityFX has no meaning in X-File format and I can't see a way of coding it into the file so that Blitz automatically enables vertex colour.
One thing that confuses me is writing of the mesh vertexcolors, you are doing them as actual RGBA values. I am using 0-1 range for colors ie rval#=red/255. Which seems to work ok in blitz, but which is correct?, i checked giles x xport and it does this color division as well.
Having checked the doc's it does look like 0.0f-1.0f is the correct range to use.
The other thing im having problems with is texture scale, anyone know how can i introduce a scaled texture into the file.
I think you would have to use the texture scale to modify the texture coordinates when you save them.