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#Actuallucky6969b

Posted 02 November 2012 - 12:15 AM

Sorry what is it supposed to look like? If you have a texture applied that shouldn't have been, then I'd check this branch:

		  if (!pMeshContainer->textures.empty())
				g_pNormalEffect->SetTexture("gTex", pMeshContainer->textures[iAttrib]);

Maybe you're expecting a texture there and are not getting it so the shader is reading the last set texture. In fact you're reading that texture no matter what it seems, so if that ever did happen you'd see some artifacts.


Hello Seabolt,
My problem is that the texture should be applied to the skydome instead of the warehouse. The others are not artifacts, they are supposed to be buildings around the site.
What is general way to reset a texture after applying to a first object?

g_pNormalEffect->SetTexture("gTex", NULL);
Try this after render the subset, however, the entire scene is a patch of blackness now
Thanks for your consideration.
Jack

#2lucky6969b

Posted 02 November 2012 - 12:02 AM

Sorry what is it supposed to look like? If you have a texture applied that shouldn't have been, then I'd check this branch:

		  if (!pMeshContainer->textures.empty())
				g_pNormalEffect->SetTexture("gTex", pMeshContainer->textures[iAttrib]);

Maybe you're expecting a texture there and are not getting it so the shader is reading the last set texture. In fact you're reading that texture no matter what it seems, so if that ever did happen you'd see some artifacts.


Hello Seabolt,
My problem is that the texture should be applied to the skydome instead of the warehouse. The others are not artifacts, they are supposed to be buildings around the site.
What is general way to reset a texture after applying to a first object?
Thanks for your consideration.
Jack

#1lucky6969b

Posted 01 November 2012 - 11:03 PM

Sorry what is it supposed to look like? If you have a texture applied that shouldn't have been, then I'd check this branch:

		  if (!pMeshContainer->textures.empty())
				g_pNormalEffect->SetTexture("gTex", pMeshContainer->textures[iAttrib]);

Maybe you're expecting a texture there and are not getting it so the shader is reading the last set texture. In fact you're reading that texture no matter what it seems, so if that ever did happen you'd see some artifacts.


Hello Seabolt,
My problem is that the texture should be applied to the skydome instead of the warehouse. The others are not artifacts, they are supposed to be buildings around the site.
Thanks for your consideration.
Jack

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