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#1 2009-05-11 13:32:43

flexaplex
Member
Registered: 2008-12-11
Posts: 72

d3d_model_draw - z argument registers as 0 when using primitives

Brief Description:            d3d_model_draw - z argument always registers as 0 when using primitives
GM Versions:                   GM6, GM7
References:                     [1] [2]
Example File:                   model test.gmk
Bug Confirmed:                Yes
Hardware Dependent:     No

Main Info:

When using the d3d_model_draw function GM ignores any value you use for the z argument (3rd argument) and treats the argument as the value 0 instead. The bug only occurs when using primitives though, basic shapes are drawn fine.

Workaround:

Use d3d_transform_set_translation(x,y,z) before calling then you can just use 0 as the  x,y,z arguments for the d3d_draw_model function.

Last edited by flexaplex (2009-05-11 20:45:59)

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#2 2009-07-20 20:20:19

xot
Administrator
Registered: 2007-08-18
Posts: 1,239

Re: d3d_model_draw - z argument registers as 0 when using primitives

It looks like this has been fixed for GM8.

Game Maker News > Changes wrote:

Corrected a bug in ignoring z-value for model vertices.

http://gm.yoyogames.com/news/changes.html

I tried the example with the Beta 2 release and it seemed to work correctly.


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#3 2009-07-20 20:45:14

flexaplex
Member
Registered: 2008-12-11
Posts: 72

Re: d3d_model_draw - z argument registers as 0 when using primitives

Yes, quoting Mark "I love this type of bug reports as it just required me to type +z at one place."

This bug has also been fixed: http://www.gmlscripts.com/forums/viewtopic.php?id=1617

I'll wait till the official GM8 release before updating any bug reports.

Last edited by flexaplex (2009-07-20 20:47:20)

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#4 2009-07-20 18:53:05

xot
Administrator
Registered: 2007-08-18
Posts: 1,239

Re: d3d_model_draw - z argument registers as 0 when using primitives

Yeah, it's best to wait. There is still plenty of time for things to break again. laugh


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