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Casting IDirect3DVertexBuffer9 to custom vbuff

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Im having trouble converting a mesh vertex into my custom type. struct VERTEXSTRUCT { D3DVECTOR coords; // Direction D3DVECTOR normal; // Direction of faces DWORD dwColor; // Colours float tu, tv; // Texture coords }; some problem doing this?? int nVerts = 0, nFaces = 0; HRESULT hr = S_OK; LPD3DXBUFFER m_pMaterialBuf; //Interface, Mesh needs a material buffer that will store all the materials and textures that will be used char szPath[64] = {"..\\Meshes\\"}; char szBuff[128] = "..\\Textures\\"; char szFiles[MAX_MESHES][64] = {"a.x","b.x","c.x","d.x"}; for(int j = 0; j < MAX_MESHES; j++) { strcat(szPath,szFiles[j]); int len = strlen(szPath); szPath[len+1] = NULL; hr = D3DXLoadMeshFromX(szPath, D3DXMESH_SYSTEMMEM, m_pD3DDevice, NULL, &m_pMaterialBuf, NULL,&Mesh[j].m_dwNumMaterials, &Mesh[j].pMesh ); if(hr != D3D_OK) { MessageBox(m_hWnd,szPath,"Could not find", MB_OK); return E_FAIL; } if(j==2) { VERTEXSTRUCT* pVB; IDirect3DVertexBuffer9* pVBuffer; DWORD f = Mesh[j].pMesh->GetFVF(); Mesh[j].pMesh->GetVertexBuffer(&pVBuffer); Mesh[j].pMesh->LockVertexBuffer(D3DLOCK_NO_DIRTY_UPDATE,(void**)&pVBuffer); pVB = (VERTEXSTRUCT*) pVBuffer;// Cast it to my Vertex type nFaces = (int) Mesh[j].pMesh->GetNumFaces(); nVerts = (int) Mesh[j].pMesh->GetNumVertices(); for(int i = 0; i < nVerts; i += 6) { pVB.tu = 0.0f; pVB[i].tv = 0.0f; pVB[i+1].tu = 5.0f; pVB[i+1].tv = 5.0f; pVB[i + 2].tu = 0.0f; pVB[i + 2].tv = 5.0f; pVB[i + 3].tu = 5.0f; pVB[i + 3].tv = 0.0f; pVB[i + 4].tu = 0.0f; pVB[i + 4].tv = 0.0f; pVB[i + 5].tu = 0.0f; pVB[i + 5].tv = 5.0f; } Mesh[j].pMesh->UnlockVertexBuffer(); } // Extract the material properties and texture names from the material buffer. D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)m_pMaterialBuf->GetBufferPointer(); Mesh[j].pMeshMat = new D3DMATERIAL9[(Mesh[j].m_dwNumMaterials)]; Mesh[j].pMeshTex = new LPDIRECT3DTEXTURE9[(Mesh[j].m_dwNumMaterials)]; for( DWORD i=0; i< Mesh[j].m_dwNumMaterials; i++ ) { // Copy the material Mesh[j].pMeshMat[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) Mesh[j].pMeshMat[i].Ambient = Mesh[j].pMeshMat[i].Diffuse; Mesh[j].pMeshTex[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 ) { // Create the texture strcat(szBuff, d3dxMaterials[i].pTextureFilename); if( FAILED( D3DXCreateTextureFromFile(m_pD3DDevice,szBuff, &Mesh[j].pMeshTex[i] ) ) ) { char szError[128]; strcpy(szError,"Could not find texture map "); strcat(szError,szBuff); MessageBox(m_hWnd,szBuff, "Meshes.exe", MB_OK); return E_FAIL; } } sprintf(szBuff,"%s","..\\Textures\\",d3dxMaterials[i].pTextureFilename,NULL); } strcpy(szPath,"..\\Meshes\\"); strcpy(szBuff,"..\\Textures\\"); } // Done with the material buffer m_pMaterialBuf->Release(); return D3D_OK; All sugestions welcome

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