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cvsrabit |
1.1 |
Attribute VB_Name = "Module_GeoParser" |
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Public Sub OpenGeometryFromGEO() |
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Dim iBlockType As Integer |
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Dim iFileNo As Integer |
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Dim iSegsCount As Integer |
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Dim iSubBlockType As Integer |
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Dim lCount As Long |
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Dim lDataSize As Long |
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Dim strFileLine As String |
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Dim lpStrLineSegs() As String |
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Dim lpLvVerticesListEmpty() As LITVERTEX |
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Dim lpLvVerticesList() As LITVERTEX |
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Dim lpIIndicesList() As Integer |
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Dim lpIIndicesListEmpty() As Integer |
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Dim IbIndexBuffer As Direct3DIndexBuffer8 |
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Dim VbVertexBuffer As Direct3DVertexBuffer8 |
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iFileNo = FreeFile |
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Open App.Path + "\Scenes\geo1.geo" For Input As #iFileNo |
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While Not EOF(iFileNo) |
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Line Input #iFileNo, strFileLine |
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strFileLine = Trim(strFileLine) |
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If strFileLine <> "" Then |
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lpStrLineSegs = Split(strFileLine, ",") |
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iSegsCount = UBound(lpStrLineSegs) + 1 |
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If iSegsCount > 0 Then |
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Select Case LCase(Trim(lpStrLineSegs(0))) |
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Case ":cols" ' Start of a colour list |
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iBlockType = 1 |
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iSubBlockType = 0 |
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Case ":ip" ' Start of an indexed primitive object |
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iBlockType = 2 |
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iSubBlockType = 0 |
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Case "vd" ' after ":ip" - Vertex data following |
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If iBlockType = 2 Then |
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iSubBlockType = 1 |
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End If |
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Case "id" ' after ":ip" - Index data following |
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If iBlockType = 2 Then |
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iSubBlockType = 2 |
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End If |
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Case "/vd" ' after ":ip" - End of vertex data |
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If iBlockType = 2 And iSubBlockType = 1 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpLvVerticesList) + 1 |
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On Error GoTo 0 |
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lDataSize = Len(lpLvVerticesList(0)) * lCount |
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Set VbVertexBuffer = D3DDevice.CreateVertexBuffer(lDataSize, 0, FVF_LVERTEX, D3DPOOL_MANAGED) |
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If VbVertexBuffer Is Nothing Then |
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Debug.Print "Could not create vertex buffer! Maybe no adapter memory left." |
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Else |
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D3DVertexBuffer8SetData VbVertexBuffer, 0, lDataSize, 0, lpLvVerticesList(0) |
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gCol_Geo_VbVertexBuffers.Add VbVertexBuffer |
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End If |
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iSubBlockType = 0 |
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lpLvVerticesList = lpLvVerticesListEmpty |
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End If |
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Case "/id" ' after ":ip" - End of index data |
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If iBlockType = 2 And iSubBlockType = 2 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpIIndicesList) + 1 |
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On Error GoTo 0 |
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lDataSize = Len(lpIIndicesList(0)) * lCount |
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Set IbIndexBuffer = D3DDevice.CreateIndexBuffer(lDataSize, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED) |
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If IbIndexBuffer Is Nothing Then |
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Debug.Print "Could not create index buffer! Maybe no adapter memory left." |
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Else |
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D3DIndexBuffer8SetData IbIndexBuffer, 0, lDataSize, 0, lpIIndicesList(0) |
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gCol_Geo_IbIndexBuffers.Add IbIndexBuffer |
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End If |
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iSubBlockType = 0 |
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lpIIndicesList = lpIIndicesListEmpty |
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End If |
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Case Else |
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Select Case iBlockType |
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Case 1 |
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If iSegsCount = 1 Then |
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gCol_Geo_lColours.Add lpStrLineSegs(0) |
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End If |
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Case 2 |
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Select Case iSubBlockType |
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Case 1 |
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If iSegsCount = 7 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpLvVerticesList) + 1 |
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On Error GoTo 0 |
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ReDim Preserve lpLvVerticesList(lCount) As LITVERTEX |
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lpLvVerticesList(lCount) = CreateLitVertex(Val(lpStrLineSegs(0)), Val(lpStrLineSegs(1)), Val(lpStrLineSegs(2)), gCol_Geo_lColours(Val(lpStrLineSegs(3)) + 1), CLng(lpStrLineSegs(4)), Val(lpStrLineSegs(5)), Val(lpStrLineSegs(6))) |
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End If |
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Case 2 |
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If iSegsCount = 3 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpIIndicesList) + 1 |
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On Error GoTo 0 |
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ReDim Preserve lpIIndicesList(lCount + 2) As Integer |
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lpIIndicesList(lCount) = CInt(lpStrLineSegs(0)) |
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lpIIndicesList(lCount + 1) = CInt(lpStrLineSegs(1)) |
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lpIIndicesList(lCount + 2) = CInt(lpStrLineSegs(2)) |
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End If |
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End Select |
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End Select |
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End Select |
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End If |
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End If |
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Wend |
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Close #iFileNo |
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Dim txTempTexture As Direct3DTexture8 |
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Set txTempTexture = D3DX.CreateTextureFromFileEx(D3DDevice, App.Path & "\Scenes\tex1.jpg", 256, 256, 1, 0, DispMode.Format, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR, 0, ByVal 0, ByVal 0) |
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gCol_Geo_TexDiffuseTextures.Add txTempTexture |
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Set txTempTexture = Nothing |
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' Dim x As Dir |
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' |
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' With x |
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' |
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' .MatD3D. |
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' |
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' End With |
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' D3DX.CreateMesh |
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End Sub |
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Public Sub OpenGeometryFromGEO2() |
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Dim iBlockType As Integer |
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Dim iFileNo As Integer |
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Dim iSegsCount As Integer |
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Dim iSubBlockType As Integer |
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Dim lCount As Long |
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Dim lDataSize As Long |
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Dim strFileLine As String |
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Dim lpStrLineSegs() As String |
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Dim lpLvVerticesListEmpty() As VERTEX |
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Dim lpLvVerticesList() As VERTEX |
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Dim lpIIndicesList() As Integer |
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Dim lpIIndicesListEmpty() As Integer |
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Dim IbIndexBuffer As Direct3DIndexBuffer8 |
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Dim VbVertexBuffer As Direct3DVertexBuffer8 |
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iFileNo = FreeFile |
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Open App.Path + "\Scenes\geo1.geo" For Input As #iFileNo |
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246 |
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While Not EOF(iFileNo) |
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Line Input #iFileNo, strFileLine |
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strFileLine = Trim(strFileLine) |
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If strFileLine <> "" Then |
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lpStrLineSegs = Split(strFileLine, ",") |
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iSegsCount = UBound(lpStrLineSegs) + 1 |
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If iSegsCount > 0 Then |
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Select Case LCase(Trim(lpStrLineSegs(0))) |
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Case ":cols" ' Start of a colour list |
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iBlockType = 1 |
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iSubBlockType = 0 |
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Case ":ip" ' Start of an indexed primitive object |
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iBlockType = 2 |
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iSubBlockType = 0 |
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Case "vd" ' after ":ip" - Vertex data following |
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If iBlockType = 2 Then |
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iSubBlockType = 1 |
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End If |
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Case "id" ' after ":ip" - Index data following |
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If iBlockType = 2 Then |
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iSubBlockType = 2 |
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End If |
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Case "/vd" ' after ":ip" - End of vertex data |
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If iBlockType = 2 And iSubBlockType = 1 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpLvVerticesList) + 1 |
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On Error GoTo 0 |
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lDataSize = Len(lpLvVerticesList(0)) * lCount |
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Set VbVertexBuffer = D3DDevice.CreateVertexBuffer(lDataSize, 0, FVF_VERTEX, D3DPOOL_MANAGED) |
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If VbVertexBuffer Is Nothing Then |
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Debug.Print "Could not create vertex buffer! Maybe no adapter memory left." |
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Else |
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D3DVertexBuffer8SetData VbVertexBuffer, 0, lDataSize, 0, lpLvVerticesList(0) |
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gCol_Geo_VbVertexBuffers.Add VbVertexBuffer |
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End If |
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iSubBlockType = 0 |
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lpLvVerticesList = lpLvVerticesListEmpty |
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End If |
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Case "/id" ' after ":ip" - End of index data |
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If iBlockType = 2 And iSubBlockType = 2 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpIIndicesList) + 1 |
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On Error GoTo 0 |
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lDataSize = Len(lpIIndicesList(0)) * lCount |
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Set IbIndexBuffer = D3DDevice.CreateIndexBuffer(lDataSize, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED) |
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If IbIndexBuffer Is Nothing Then |
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Debug.Print "Could not create index buffer! Maybe no adapter memory left." |
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Else |
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D3DIndexBuffer8SetData IbIndexBuffer, 0, lDataSize, 0, lpIIndicesList(0) |
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gCol_Geo_IbIndexBuffers.Add IbIndexBuffer |
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End If |
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iSubBlockType = 0 |
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lpIIndicesList = lpIIndicesListEmpty |
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End If |
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Case Else |
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Select Case iBlockType |
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Case 1 |
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If iSegsCount = 1 Then |
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gCol_Geo_lColours.Add lpStrLineSegs(0) |
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End If |
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Case 2 |
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Select Case iSubBlockType |
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Case 1 |
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If iSegsCount = 7 Then |
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On Error Resume Next |
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lCount = 0 |
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lCount = UBound(lpLvVerticesList) + 1 |
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On Error GoTo 0 |
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ReDim Preserve lpLvVerticesList(lCount) As VERTEX |
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379 |
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' lpLvVerticesList(lCount) = CreateLitVertex(Val(lpStrLineSegs(0)), Val(lpStrLineSegs(1)), Val(lpStrLineSegs(2)), gCol_Geo_lColours(Val(lpStrLineSegs(3)) + 1), CLng(lpStrLineSegs(4)), Val(lpStrLineSegs(5)), Val(lpStrLineSegs(6))) |
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With lpLvVerticesList(lCount) |
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.nx = 0 |
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.ny = 1 |
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.nz = 0 |
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.x = Val(lpStrLineSegs(0)) |
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.Y = Val(lpStrLineSegs(1)) |
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.Z = Val(lpStrLineSegs(2)) |
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.tU = Val(lpStrLineSegs(5)) |
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.tV = Val(lpStrLineSegs(6)) |
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End With |
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'= CreateLitVertex(, gCol_Geo_lColours(Val(lpStrLineSegs(3)) + 1), CLng(lpStrLineSegs(4)), Val(lpStrLineSegs(5)), Val(lpStrLineSegs(6))) |
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End If |
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Case 2 |
397 |
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398 |
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If iSegsCount = 3 Then |
399 |
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On Error Resume Next |
401 |
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lCount = 0 |
403 |
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lCount = UBound(lpIIndicesList) + 1 |
404 |
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On Error GoTo 0 |
406 |
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407 |
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ReDim Preserve lpIIndicesList(lCount + 2) As Integer |
408 |
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409 |
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lpIIndicesList(lCount) = CInt(lpStrLineSegs(0)) |
410 |
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lpIIndicesList(lCount + 1) = CInt(lpStrLineSegs(1)) |
411 |
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lpIIndicesList(lCount + 2) = CInt(lpStrLineSegs(2)) |
412 |
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413 |
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End If |
414 |
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415 |
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End Select |
416 |
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End Select |
418 |
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End Select |
420 |
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421 |
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End If |
422 |
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End If |
424 |
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425 |
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Wend |
426 |
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427 |
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Close #iFileNo |
428 |
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Dim txTempTexture As Direct3DTexture8 |
429 |
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430 |
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Set txTempTexture = D3DX.CreateTextureFromFileEx(D3DDevice, App.Path & "\Scenes\tex1.jpg", 256, 256, 1, 0, DispMode.Format, D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR, 0, ByVal 0, ByVal 0) |
431 |
|
|
|
432 |
|
|
gCol_Geo_TexDiffuseTextures.Add txTempTexture |
433 |
|
|
|
434 |
|
|
Set txTempTexture = Nothing |
435 |
|
|
|
436 |
|
|
' Dim x As Dir |
437 |
|
|
' |
438 |
|
|
' With x |
439 |
|
|
' |
440 |
|
|
' .MatD3D. |
441 |
|
|
' |
442 |
|
|
' End With |
443 |
|
|
|
444 |
|
|
' D3DX.CreateMesh |
445 |
|
|
|
446 |
|
|
End Sub |
447 |
|
|
|