Two Questions: Adjacency Buffer and transformed verticies

What does adjacency exactely returns?

Suppose i have a cube mesh generated using

Set Mesh = g_d3dx.CreateBox(g_dev, w, h, d, Adj)

then i wish retreive each face

Set pvb = Mesh.GetVertexBuffer()

Set pib = Mesh.GetIndexBuffer()

dwNumFaces = Mesh.GetNumFaces()

count = Mesh.GetNumVertices()

Size = Len(pVerticies(0))

ReDim pIndicies(count)

ReDim pVerticies(count)

D3DIndexBuffer8GetData pib, 0, count, 0, pIndicies(0)

D3DVertexBuffer8GetData pvb, 0, Size * count, 0, pVerticies(0)

s = Adj.GetBufferSize

ReDim ABuf(s / 4)

g_d3dx.BufferGetData Adj, 0, 4, dwNumFaces * 3, ABuf(0)

Now i have ABuf filled with three long values per face. Are they referred

to the Index buffer or are themself indicies?

However the given pVerticies(n) is always expressed as world original

coordinate. If i made rotations or translations, how could i get the right

transformed coordinate?

in other words, i wish to retreive faces in their current position. Even i

don't know if i am following the right way to do that.

Thans for the help

--

Fabio Guerrazzi

http://www.*-*-*.com/