My understanding is that every new object creates a new surface, regardless of whether they share the same texture and flags. In order to do a single surface, they need to be attatched into one object.
This code doesn't quite work, since it only uses the texture of cube 1 after using addmesh, but perhaps someone can fill in the blanks for us.
This code shows up as a single surface, BUT,...
1. you cannot count surfaces across multiple objects. (does this mean multiple objects=multiple surfaces? I think so)
2. when I merge the two objects into one it shows 1 surface, but the second texture is lost in that example, so it is not a valid test. Can someone make that work?
This code doesn't quite work, since it only uses the texture of cube 1 after using addmesh, but perhaps someone can fill in the blanks for us.
Graphics3D 640,480,0,2 ; create a texture (blue checker) tex = CreateTexture(128,128) SetBuffer TextureBuffer(tex) Color 255,255,255 Rect 0,0,128,128,1 Color 0,0,255 Rect 0,0,64,64,1 Rect 64,64,128,128,1 ; create a second texture (red checker) tex2 = CreateTexture(128,128) SetBuffer TextureBuffer(tex2) Color 255,255,255 Rect 0,0,128,128,1 Color 255,0,0 Rect 0,0,64,64,1 Rect 64,64,128,128,1 SetBuffer BackBuffer() cube = CreateCube() EntityTexture cube,Tex ;assign blue checker cube2 = CreateCube() PositionMesh cube2,3,0,0 EntityTexture cube2,Tex2 ;assign red checker ; combine to a single mesh. comment out these two lines to see what it should look like AddMesh cube2,cube FreeEntity cube2 surfcount = CountSurfaces (cube) cam = CreateCamera() PositionEntity cam,0,0,-5 While Not KeyHit(1) RenderWorld() Text 10,10,"surface count of cube1: " + surfcount Flip Wend
This code shows up as a single surface, BUT,...
1. you cannot count surfaces across multiple objects. (does this mean multiple objects=multiple surfaces? I think so)
2. when I merge the two objects into one it shows 1 surface, but the second texture is lost in that example, so it is not a valid test. Can someone make that work?