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Load Mesh Tutorial

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mesh class, made from the tutorial

class DMesh {
private:
LPDIRECT3DDEVICE9 lp_Device;
LPD3DXMESH lp_Mesh;
D3DMATERIAL9* lp_MeshMaterials;
LPDIRECT3DTEXTURE9* lp_MeshTextures;
DWORD lp_NumMaterials;
bool useMaterial;
public:
DMesh()
{
dsetUseMaterial(true);
}

~DMesh()
{
if( lp_Mesh != NULL )
{
lp_Mesh->Release();
lp_Mesh=NULL;
}

if( lp_MeshTextures )
{
for(DWORD i = 0; i < lp_NumMaterials; i++ )
if( lp_MeshTextures[i] )
{
lp_MeshTextures[i]->Release();
}
}
}
void load(LPDIRECT3DDEVICE9 d3dDevice,string filename)
{
lp_Device = d3dDevice;
lp_Mesh=NULL;
LPD3DXBUFFER pD3DXMtrlBuffer;
D3DXLoadMeshFromX( filename.c_str(), D3DXMESH_SYSTEMMEM, lp_Device, NULL, &pD3DXMtrlBuffer, NULL, &lp_NumMaterials, &lp_Mesh ) ;
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
lp_MeshMaterials = new D3DMATERIAL9[lp_NumMaterials];
lp_MeshTextures = new LPDIRECT3DTEXTURE9[lp_NumMaterials];

for(DWORD i=0; i<lp_NumMaterials; i++ )
{
lp_MeshMaterials[i] = d3dxMaterials[i].MatD3D;
lp_MeshMaterials[i].Ambient = lp_MeshMaterials[i].Diffuse;
lp_MeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
D3DXCreateTextureFromFile(lp_Device, d3dxMaterials[i].pTextureFilename, &lp_MeshTextures[i] ) ;
}

pD3DXMtrlBuffer->Release();
DWORD fvf = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_SPECULAR | D3DFVF_TEX1 );
lp_Mesh->CloneMeshFVF( D3DXMESH_MANAGED, fvf, lp_Device, &lp_Mesh);
D3DXComputeNormals( lp_Mesh, 0);
}

void dsetUseMaterial(bool enable)
{
useMaterial = enable;
}
void draw()
{
for( int i=0; i<lp_NumMaterials; i++ )
{
if (!useMaterial)
lp_Device->SetMaterial( &lp_MeshMaterials[i] );

lp_Device->SetTexture( 0, lp_MeshTextures[i] );
lp_Mesh->DrawSubset( i );
}
}
};



edit:
eg

DMesh tiger;

//init
tiger.load("tiger.x");

//render
tiger.draw();

[edited by - johnnyBravo on February 22, 2004 6:43:16 PM]

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