EPT_QUADS and DirectX 9 (Irrlicht 1.7.1) (SOLVED)

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linkoraclehero
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Joined: Sat Sep 09, 2006 6:46 am

EPT_QUADS and DirectX 9 (Irrlicht 1.7.1) (SOLVED)

Post by linkoraclehero »

I'm not sure if this is a bug, if it's expected behavior, or what.

Based off of the custom scene node code:

I've defined 4 vertexes, and 1 index set to {0,1,2,3}

Calling:
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 1, video::EVT_STANDARD, scene::EPT_QUADS, video::EIT_16BIT);

When it's set to render using OpenGL, it renders normally.
When it's set to render using DirectX, nothing renders.

My experience with OpenGL has been that it's much more error-friendly (I built some code that would crash in DirectX but not OpenGL before) but neither renderer reports an issue. I'm about to delve into Irrlicht's code to be sure, but does anyone have any quick insight before I do this?

As I know a few DirectX games (Not Irrlicht based) have used quads before, I'm not so sure it's lack of implement.
Last edited by linkoraclehero on Fri Aug 20, 2010 7:31 pm, edited 1 time in total.
linkoraclehero
Posts: 81
Joined: Sat Sep 09, 2006 6:46 am

Post by linkoraclehero »

Ah, found the answer faster than I thought I would. My next question now is, why is it not implemented in anything but OpenGL and Software?
hybrid
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Post by hybrid »

Because DX does not have quads, and we have no emulation code for this.
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