   Rending a Quake 3 BSP with Managed DX9
I''m currently building a managed DirectX 9 engine which will load Quake 3 BSP files, but I''ve run into some problems in the preliminary stages.  I''m using FlipCode''s OpenGL tutorials as a model for loading and displaying just the basic textured geometry (no lightmaps or anything).  Everything loads correctly, but I get a garbled mess on the screen when rendering.  I believe that my problem is trying to convert over the glDrawArrays command to DirectX 9.   Right now, I load all of my vertices into a VertexBuffer of type CustomVertex.PositionNormalTextured, and then execute a DrawPrimitives(PrimitiveType.TriangleFan, CurrentFace.StartVertexIndex, CurrentFace.NumVertices - 2) statement where CurrentFace is the face I''m rendering.   On the screen, I get strange looking, textured geometry.  I''ve played around with swapping the signs and coordinates in my vertices upon loading since I know Quake 3 uses a different coordinate system (at least different than OpenGL).   I''ve spent the past week and a half searching through Google and these forums, so any help would be appreciated.  
  Wanderer, it would help if you posted your code. My first thought would be that the problem is using the PrimitiveType.TriangleFan. I would try using either PrimitiveType.TriangleStrip or PrimitiveType.TriangleList instead.   ----------------------------------"English? English? Why would I need to know English? I'm never going to England!"   [edited by - bL0wF1sH on February 15, 2004 11:16:42 PM] [edited by - bL0wF1sH on February 15, 2004 11:17:14 PM]