Hmmm I think that the vertex list is getting messed with, perhaps I should convert the vertex list for each bone (prior to potential corruption I guess
).
I'm using the actual vertex indices. It seems that something is messing with the vertex count somewhere in my software as well.
FF7 stores indices into the vertex list that are 16 bit offsets.
So triangle[0] might have verttices 1 2 and 3 but there offsets would be 8 16 and 24
In one model I have 64 vertices in a bone however an index of 62 hits garbage numbers (U is not 0 when it should be). So it seems somethings amiss like you say. hmmm
I wonder if I can find this by using pointers to type const in the vertex array and see where the exception is thrown
Cyb