   stucked with collada dom
  Hi! I want to load some dae file with collada dom, but i have stucked with it.  unsigned int nGeometry = dae.getDatabase()->getElementCount(NULL, COLLADA_TYPE_GEOMETRY, NULL);    for(unsigned int cGeometry = 0; cGeometry < 1; cGeometry++)    {   myMesh.nVertices = 0;   //minden mesh-hez külön-külön :F   map<string, helper> myFloats; // csak ideiglenes   domGeometry* geometry;   dae.getDatabase()->getElement((daeElement**)&geometry, cGeometry, NULL, COLLADA_TYPE_GEOMETRY, NULL);   domMesh* mesh = geometry->getMesh();   //első feladatunk kigyüjteni a float-tömböket   domSource_Array sourceArray = mesh->getSource_array();   unsigned int nSource = sourceArray.getCount();   for(unsigned int cSource = 0; cSource < nSource; cSource++)   {  domSource* source = sourceArray[cSource];  domAccessor* accessor = source->getTechnique_common()->getAccessor();  domListOfFloats floatArray = source->getFloat_array()->getValue();  unsigned int nFloat = floatArray.getCount();  pair<map<string, helper>::const_iterator, bool> cit =myFloats.insert(pair<string, helper>(source->getID(), helper(new float[nFloat], nFloat)));  for(unsigned int cFloat = 0; cFloat < nFloat; cFloat+=3)  { cit.first->second.array[cFloat] = floatArray[cFloat];  }  }   domTriangles_Array triangleArray = mesh->getTriangles_array();   unsigned int nTriangle = triangleArray.getCount();   for(unsigned int cTriangle = 0; cTriangle < nTriangle; cTriangle++)   {  bool vertex = false;  bool normal = false;  bool texcoord = false;  domTriangles* triangle = triangleArray[cTriangle];  domInputLocalOffset_Array inputArray = triangle->getInput_array();  unsigned int nInput = inputArray.getCount();  for(unsigned int cInput = 0; cInput < nInput; cInput++)  { if((string)inputArray[cInput]->getSemantic() == "VERTEX") vertex = true; else if((string)inputArray[cInput]->getSemantic() == "NORMAL") normal = true; else if((string)inputArray[cInput]->getSemantic() == "TEXCOORD") texcoord = true;  }  myMesh.nVertices += (triangle->getP()->getValue().getCount()/(vertex+normal+texcoord));   }   myMesh.vertices = new float[myMesh.nVertices*3];   myMesh.normals = new float[myMesh.nVertices*3];   myMesh.texcoords = new float[myMesh.nVertices*2];   memset(myMesh.vertices,0,myMesh.nVertices*3*sizeof(float));   memset(myMesh.normals,0,myMesh.nVertices*3*sizeof(float));   memset(myMesh.texcoords,0,myMesh.nVertices*2*sizeof(float));   unsigned int startOffset = 0;   for(unsigned int cTriangle = 0; cTriangle < nTriangle; cTriangle++)   {  bool vertex = false; unsigned int verO; float* verF;  bool normal = false; unsigned int norO;  bool texcoord = false; unsigned int texO;  domTriangles* triangle = triangleArray[cTriangle];  domInputLocalOffset_Array inputArray = triangle->getInput_array();  unsigned int nInput = inputArray.getCount();  for(unsigned int cInput = 0; cInput < nInput; cInput++)  { if((string)inputArray[cInput]->getSemantic() == "VERTEX") {vertex = true;verO = inputArray[cInput]->getOffset();domVertices* vertices = (domVertices*) (domElement*) inputArray[cInput]->getSource().getElement();verF = myFloats.find(vertices->getInput_array()[0]->getSource().getElement()->getID())->second.array; } else if((string)inputArray[cInput]->getSemantic() == "NORMAL") {normal = true;norO = inputArray[cInput]->getOffset(); } else if((string)inputArray[cInput]->getSemantic() == "TEXCOORD") {texcoord = true;texO = inputArray[cInput]->getOffset(); }  }  unsigned int step = vertex+normal+texcoord;  domListOfUInts uints = triangle->getP()->getValue();  unsigned int nUint = uints.getCount();  for(unsigned int cUint = 0; cUint < nUint-step+1; cUint+=step)  { if(vertex) {myMesh.vertices[startOffset+cUint+0] = verF[(uints[cUint]*3)+0];myMesh.vertices[startOffset+cUint+1] = verF[(uints[cUint]*3)+1];myMesh.vertices[startOffset+cUint+2] = verF[(uints[cUint]*3)+2]; }  }  startOffset += (nUint/step)*3;    }}[Edited by - AmidaBucu on July 7, 2010 7:07:25 AM]
  And I got an "undrawable" triangle list. I have a lot of vertex like (0,0,0).Any Idea?[Edited by - AmidaBucu on July 7, 2010 7:17:26 AM];  No idea? And I could not found out what the return type of the domPolylist_Array.operator[] is. (tried domPolygons*, but that is not I am looking after) Or does Anyone have a docs generated by doxygen?[Edited by - AmidaBucu on July 11, 2010 5:03:08 PM]