nindim
24-03-2007 00:57:12
I don't know if anyone else has notices this, I'm sure they ahve.
If for example I define a brush like so:
Thats should give me a 3x3 brush with 50 in each element. The deformation should effect an area like this:
However, in the actual game the brush gives this effect:
I have no idea first of all how an array of 9 floats is affecting 14 vertices and why it seem to skip the first and last, very strange.
Has anyone come upon this issue before?
If for example I define a brush like so:
mBrushArray = new float[9];
for(int x=0;x<9;x++)
{
mBrushArray[x] = 50;
}
mFixedBrushScale = myScale;
mBrushScale = mFixedBrushScale;
brushArrayWidth = 3;
brushArrayHeight = 3;
Thats should give me a 3x3 brush with 50 in each element. The deformation should effect an area like this:
_ _
|_|_|
|_|_|
1 2 3
4 5 6
7 8 9
However, in the actual game the brush gives this effect:
_ _
/_|_|_|
|_|_|_|
|_|_| /
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Vertices 1 and 16 are unused.
I have no idea first of all how an array of 9 floats is affecting 14 vertices and why it seem to skip the first and last, very strange.
Has anyone come upon this issue before?