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Kawahee

This is probably obvious... but I can't get it...

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This is probably very obvious, but I can''t figure out what I''m doing wrong here. In my object i use brick.bmp, roof.bmp, floor.bmp and a whitish material for the walls. But, when I run my viewer, all the textures are brick.bmp. I dunno what I''m doing wrong... This is my first real attempt at full on 3D and I hope you guys could point me in the right direction... [I know you can optimize a bit of it, i just slapped it together in a hurry] //Globals LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem D3DMATERIAL8* g_pMeshMaterials = NULL; // Materials for our mesh LPDIRECT3DTEXTURE8* g_pMeshTextures = NULL; // Textures for our mesh DWORD g_dwNumMaterials = 0L; // Number of mesh materials LPD3DXBUFFER pD3DXMtrlBuffer; struct CUSTOMVERTEX { FLOAT x, y, z; // The untransformed position for the vertex. DWORD color; // The vertex color. }; void Frame(); void LoadMesh(char* Filename); void Frame() { Graphics.GetDeviceCOM()->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); if(KEY_DOWN(VK_UP)) theta+=0.1f; else if(KEY_DOWN(VK_DOWN)) theta-=0.1f; else if(KEY_DOWN(VK_LEFT)) beta+=0.1f; else if(KEY_DOWN(VK_RIGHT)) beta-=0.1f; else if(KEY_DOWN(VK_INSERT)) alpha+=0.1f; else if(KEY_DOWN(VK_DELETE)) alpha-=0.1f; else return; D3DXMATRIX matWorld; D3DXMATRIX matView; D3DXMATRIX matProj; D3DXMatrixRotationY(&matWorld, beta); D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3( 0.0f, 3.0f, theta), &D3DXVECTOR3(0.0f, alpha, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f); Graphics.BeginScene(); Graphics.ClearZ(); for( DWORD i=0; i < g_dwNumMaterials; i++ ) { // Set the material and texture for this subset Graphics.GetDeviceCOM()->SetMaterial( &g_pMeshMaterials ); Graphics.GetDeviceCOM()->SetTexture( 0, g_pMeshTextures[i] ); char temp[200]; sprintf(temp, "Current Texture %i"); // Draw the mesh subset g_pMesh->DrawSubset( i ); } Graphics.GetDeviceCOM()->SetTransform(D3DTS_WORLD, &matWorld); Graphics.GetDeviceCOM()->SetTransform( D3DTS_VIEW, &matView ); Graphics.GetDeviceCOM()->SetTransform( D3DTS_PROJECTION, &matProj ); Graphics.EndScene(); Graphics.Display(); } void LoadMesh(char* Filename) { if(FAILED(D3DXLoadMeshFromX(Filename, D3DXMESH_SYSTEMMEM, Graphics.GetDeviceCOM(), NULL, &pD3DXMtrlBuffer, &g_dwNumMaterials, &g_pMesh))) PostQuitMessage(0); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); g_pMeshMaterials = new D3DMATERIAL8[g_dwNumMaterials]; g_pMeshTextures = new LPDIRECT3DTEXTURE8[g_dwNumMaterials]; for( UINT i=0; i < g_dwNumMaterials; i++ ) { MessageBox(NULL, d3dxMaterials->pTextureFilename, "Filename", MB_OK); if(FAILED(D3DXCreateTextureFromFile(Graphics.GetDeviceCOM(), d3dxMaterials->pTextureFilename,&g_pMeshTextures[i]))) { MessageBox(NULL, "Failed...", "Failed@Text.", MB_OK); g_pMeshTextures[i] = NULL; } } pD3DXMtrlBuffer->Release(); } I''''m a signature virus, copy me into your signature and help me spread!

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It doesn''t look to me as though "d3dxMaterials->pTextureFilename" changes between iterations of the loop you have loading the textures. Perhaps you meant "d3dxMaterials.pTextureFilename" ?

xyzzy

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