Hi!
I am doing an tools to export my 3D from Maya.
This purely a challenge, I am already using FBX or Collada for my work.
But I would like to understand more about 3D data and practice another language than Mel-Script then…
I currently have a problem under OpenGL.
When I import my vertex list with the GL_Triangle method and using the glCullFace(GL_Back) function to delete the faces on the backside, it creates lot of holes in my model…
Problem seems to me the order of my vertex for each triangle. :sigh:
In Maya I get my 3 vertex list from a triangle with the polyListComponentConversion function.
But I think Maya doesn’t mind of the right order… seems to be random…
Then I would like to know if there is another way to get my vertex list in the Clock Way (CW) or Counter Clock Way (CCW). This could resolve my problem…
If they is no script for it yet under Maya with Mel or Python, maybe a simple explanation how we usually do that could help me to find a solution…
Really thank you by advance.:):