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xfiles refuse ambient light

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I can''t get ambient light to affect the xfiles I''m displaying in my scene. I set the ambient light like so: pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080 ); I export out of Maya and the material in the xfile looks like so: Material file3SG { 0.800000;0.800000;0.800000;1.000000;; 0.000000; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "player01.bmp"; } } I''m basing my file loader on Sarmad''s skinned mesh tutorial available here on GameDev and the material loading process looks something like this:
// load the materials

D3DMATERIAL8 *aMaterial = new D3DMATERIAL8[dwMaterialCount];
SAFEPOINTER( aMaterial );
LPDIRECT3DTEXTURE8 *apD3DTexture = new LPDIRECT3DTEXTURE8[dwMaterialCount];
SAFEPOINTER( apD3DTexture );
ZeroMemory( apD3DTexture, dwMaterialCount * sizeof(void*) );

LPD3DXMATERIAL axmaterial = (LPD3DXMATERIAL)pmaterialsbuf->GetBufferPointer();

for( int i = 0; i < dwMaterialCount; i++ )
	aMaterial[i] = axmaterial[i].MatD3D;

	if( axmaterial[i].pTextureFilename != NULL )
		// load the texture

		HRESULT result = D3DXCreateTextureFromFileEx( pd3ddevice,
			axmaterial[i].pTextureFilename, D3DX_DEFAULT, D3DX_DEFAULT,
			D3DX_DEFAULT, 0, NULL, NULL, &apD3DTexture[i] );
		if( FAILED( result ) )
			throw new CFileException( axmaterial[i].pTextureFilename );
		apD3DTexture[i] = NULL;
any ideas? thanks in advance

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figured it out.

When ambient light is added to a scene it''s value is multiplied by the ambient color of each material to see how that material is lit. If the material''s ambient color is 0, then 0*x=0 every time.

Apparently, xfiles don''t even store Ambient color, they just store:

Since no real ambient is specified in the xfile, the material retrieved from the xfile has the default ambient value: 0

anyone else with this problem, just set the material''s ambient equal to its diffuse.

also, to anyone else messing with lighting and exported xfiles, normalizing your normals is a *really* good idea.

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