ok guys now i really need your help... any direct3D gurus in here who know what FVF is (flexible vertex format) and how their flags are numerically set? the vertex buffer headers have info for that kind of thing but i can't figure out what's going on, and i really don't wanna hard code dozens of possible combinations i'm stuck! looks like this till now:
position = #(2816,512,0,3072,5888,2816,4352,0,0,0,0,4160)
position&UV, normal = #(2817,512,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0, 320)
position, normal&color = #(2817,513,0,3072,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV= #(2817,513,0,3073, 0, 0,4352,0,0,0,0, 320)
position, normal&color&UV = #(2817,513,0,3073,5888,2816,4352,0,0,0,0, 320)
position&UV, normal&color = #(2817,513,0,3073,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0, 320)
position&UV, normal&color&qqqq = #(2817,513,0,3073,5889,2817,4352,0,0,0,0,4160)
position, normal&color&UV1&UV2 = #(2817,513,0,3074,5888,2816,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qq= #(2817,513,0,3074,5889,2816,4352,0,0,0,0, 320)
position&UV1&UV2, normal&color= #(2817,513,0,3074,5888,2816,4352,0,0,0,0,4160)
position, normal&color&UV&qqqqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position, normal&color&UV1&UV2&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0, 320)
position&UV&qq, normal&color&qqqq= #(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV1&UV2, normal&color&qqqq=#(2817,513,0,3074,5889,2817,4352,0,0,0,0,4160)
position&UV&qqqq, normal&color = #(2817,513,0,3075,5888,2816,4352,0,0,0,0,4160)
vertices come in sets, i separate them by commas, so if we have 30 vertices, position, normal&color means i'll first have 30 positions, and then 30normals and colors together. q is a 32bit long that i haven't figured out yet.
so, anyone got a clue how these numbers work? as you can see the combinations can go on forever...