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bangz

Direct3D mesh problem...

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I''m getting a really strange problem. I''m rendering two objects, a mesh and an index buffer (both have different textures). But, for some reason, the index buffer object has just a black texture, although if I just comment out ''m_mesh->DrawSubset(i);'' the texture displays fine on the index buffer objects. I am not apply material propertise to either, and I also have lighting disabled. Changing the order that I render the objects doesn''t help. Does rendering a mesh set any states that I''m not aware of? regards, bangz. http://www.bangz.co.uk

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Could you post your render code? It should look something like this:

for(DWORD i = 0; i < dwNumMaterials; i++)
{
m_pd3dDevice->SetTexture(0,pMeshTextures[ i ]);
m_mesh->DrawSubset(i);
}

m_pd3dDevice->SetStreamSource(....);
m_pd3dDevice->SetIndices(....)
m_pd3dDevice->SetFVF(....);
m_pd3dDevice->SetTexture(0, pTexture);
m_pd3dDevice->DrawIndexedPrimitive(....)

neneboricua

[edited by - neneboricua19 on February 26, 2004 11:52:08 PM]

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Ahhh, cheers!

Your code reminded me that I wasn''t setting m_pd3dDevice->SetFVF(....); when I rendered my index buffer. Obviously when rendering the mesh it will change the vertex format. Doh!



Cheers,
bangz.

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