Have you set your D3DRS_CULLMODE renderstate? If not, set it to D3DCULL_NONE. The default is D3DCULL_CCW, which only shows counter-clockwise triangles. Although you said you rearranged your vertices... Worth a try, nonetheless.
App.D3D_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
int Agony() { return *((int*)0); } Mwahaha... >8)
n00b texture mapping problem
FIRST, I''d check your sizeof(TexVertex) to make sure that''s returning the size of ONE vertex data and not the size of the whole vertex data.
Also might want to verify that your structure matches your MyVertex flags. I''ve seen some unusal behavior when they don''t (e.g. If you specify the material flag but your structure doesn''t include the appropriate field, etc.)
Only other thing I can see that''s slightly suspect is SetVertexShader. In the DirectX 9 samples they use SetFVF. Might be the same thing, just a thought.
"Good code will come and go, but bad code sticks around."
Also might want to verify that your structure matches your MyVertex flags. I''ve seen some unusal behavior when they don''t (e.g. If you specify the material flag but your structure doesn''t include the appropriate field, etc.)
Only other thing I can see that''s slightly suspect is SetVertexShader. In the DirectX 9 samples they use SetFVF. Might be the same thing, just a thought.
"Good code will come and go, but bad code sticks around."
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement