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#Actuallucky6969b

Posted 29 March 2013 - 09:01 PM

In my Direct3D applications, I got 2 attribute groups that one of them has a material index of 1 (0 and 1). In my hierarchy loader, it gets 2 attribute groups on that subset and only 1 material on that subset (0). When I was looping it,

 

for (int i = 0; i < boneMesh->m_NumAttributeGroups; i++)

{

int mtrlIndex = boneMesh->attributeTable[i].AttribId;
g_pDevice->SetMaterial(&(boneMesh->materials[mtrlIndex]));

////...

}

 

say i is 2, then mtrlIndex is 1. So a problem arises, as the loader only has index 0 in the buffer, I don't have that material in attribute group 2.

 

So my problem is how do I clear attribute groups in max? How does it relate to materials?

Thanks

Jack


#1lucky6969b

Posted 29 March 2013 - 08:59 PM

In my Direct3D applications, I got 2 attribute groups that one of them has a material index of 1 (0 and 1). In my hierarchy loader, it gets 2 attribute groups on that subset and only 1 material on that subset (0). When I was looping it,

 

for (int i = 0; i < boneMesh->m_NumAttributeGroups; i++)

{

int mtrlIndex = boneMesh->attributeTable[i].AttribId;
g_pDevice->SetMaterial(&(boneMesh->materials[mtrlIndex]));

////...

}

 

say i is 2, then mtrlIndex is 1. So a problem arises, as the loader only has index 0 in the buffer, I don't have the material in attribute group 2.

 

So my problem is how do I clear attribute groups in max? How does it relate to materials?

Thanks

Jack


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