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At It Again...

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Yes... I'm at it again - a late night coding session when my brain isn't working... not advisabled cos tomorrow morning I'll look at my code and think.. "WTF!"
// File: Meshes.cs
// Desc: For advanced geometry, most apps will prefer to load pre-authored
//       meshes from a file. Fortunately, when using meshes, D3DX does most of
//       the work for this, parsing a geometry file and creating vertx buffers
//       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
//       object, including loading it from a file and rendering it. One thing
//       D3DX does not handle for us is the materials and textures for a mesh,
//       so note that we have to handle those manually.
//       Note: one advanced (but nice) feature that we don't show here is that
//       when cloning a mesh we can specify the FVF. So, regardless of how the
//       mesh was authored, we can add/remove normals, add more texture
//       coordinate sets (for multi-texturing), etc.
// Copyright (c) Microsoft Corporation. All rights reserved.
using System;
using System.Drawing;
using System.ComponentModel;
using System.Windows.Forms;
using System.IO;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using Direct3D=Microsoft.DirectX.Direct3D;

namespace MeshesTutorial
	public class Meshes : Form

		Device device = null; // Our rendering device
		Mesh mesh = null; // Our mesh object in sysmem
		Direct3D.Material[] meshMaterials; // Materials for our mesh
		Texture[] meshTextures; // Textures for our mesh
		PresentParameters presentParams = new PresentParameters();
		bool pause = false;

		public Meshes()
			// Set the initial size of our form
			this.ClientSize = new System.Drawing.Size(400,300);
			// And its caption
			this.Text = "Direct3D Tutorial 6 - Meshes";
			// Load our icon from the resources of the .exe
		//	this.Icon = new Icon(this.GetType(), "directx.ico");

		bool InitializeGraphics()
			// Get the current desktop display mode, so we can set up a back
			// buffer of the same format
				// Set up the structure used to create the D3DDevice. Since we are now
				// using more complex geometry, we will create a device with a zbuffer.
				presentParams.Windowed = true;
				presentParams.SwapEffect = SwapEffect.Discard;
				presentParams.EnableAutoDepthStencil = true;
				presentParams.AutoDepthStencilFormat = DepthFormat.D16;

				// Create the D3DDevice
				device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
				device.DeviceReset += new System.EventHandler(this.OnResetDevice);
				this.OnResetDevice(device, null);
				pause = false;

				device.RenderState.Lighting = true;

				device.Lights[0].Type = LightType.Point;
				device.Lights[0].Diffuse = Color.White;
				device.Lights[0].Range = 75.0f;
				device.Lights[0].Position = new Vector3(50.0f, 0.0f, 0.0f);
				device.Lights[0].Commit();       // Let Direct3D know about the light
				device.Lights[0].Enabled = true; // Turn it on
			catch (DirectXException)
				return false;
			return true;
		public void OnResetDevice(object sender, EventArgs e)
			ExtendedMaterial[] materials = null;

			// Set the directory up two to load the right data (since the default build location is bin\debug or bin\release
			Directory.SetCurrentDirectory(Application.StartupPath +  @"\..\..\");

			Device dev = (Device)sender;

			// Turn on the zbuffer
			dev.RenderState.ZBufferEnable = true;

			// Turn on ambient lighting 
			dev.RenderState.Ambient = System.Drawing.Color.White;
			// Load the mesh from the specified file
			mesh = Mesh.FromFile(@"meshes\starsail.x", MeshFlags.SystemMemory, device, out materials);

			if (meshTextures == null)
				// We need to extract the material properties and texture names 
				meshTextures  = new Texture[materials.Length];
				meshMaterials = new Direct3D.Material[materials.Length];
				for( int i=0; i<materials.Length; i++ )
					meshMaterials[i] = materials[i].Material3D;
					// Set the ambient color for the material (D3DX does not do this)
					meshMaterials[i].Ambient = meshMaterials[i].Diffuse;


		void SetupMatrices()
			// For our world matrix, we will just leave it as the identity
			device.Transform.World = Matrix.RotationY(Environment.TickCount/1000.0f );

			// Set up our view matrix. A view matrix can be defined given an eye point,
			// a point to lookat, and a direction for which way is up. Here, we set the
			// eye five units back along the z-axis and up three units, look at the 
			// origin, and define "up" to be in the y-direction.
			device.Transform.View = Matrix.LookAtLH(new Vector3( 0.0f, 3.0f,-50.0f ), 
				new Vector3( 0.0f, 0.0f, 0.0f ), 
				new Vector3( 0.0f, 1.0f, 0.0f ) );

			// For the projection matrix, we set up a perspective transform (which
			// transforms geometry from 3D view space to 2D viewport space, with
			// a perspective divide making objects smaller in the distance). To build
			// a perpsective transform, we need the field of view (1/4 pi is common),
			// the aspect ratio, and the near and far clipping planes (which define at
			// what distances geometry should be no longer be rendered).
			device.Transform.Projection = Matrix.PerspectiveFovLH( (float)(Math.PI / 4), 1.0f, 1.0f, 100.0f );
		private void Render()
			if (device == null) 

			if (pause)

			//Clear the backbuffer to a blue color 
			device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.Blue, 1.0f, 0);
			//Begin the scene
			// Setup the world, view, and projection matrices
			// Meshes are divided into subsets, one for each material. Render them in
			// a loop
			for( int i=0; i<meshMaterials.Length; i++ )
				// Set the material and texture for this subset
				device.Material = meshMaterials[i];
				device.SetTexture(0, meshTextures[i]);
				// Draw the mesh subset

			//End the scene

		protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
			this.Render(); // Render on painting
		protected override void OnKeyPress(System.Windows.Forms.KeyPressEventArgs e)
			if ((int)(byte)e.KeyChar == (int)System.Windows.Forms.Keys.Escape)
				this.Dispose(); // Esc was pressed

		protected override void OnResize(System.EventArgs e)
			pause = ((this.WindowState == FormWindowState.Minimized) || !this.Visible);

		/// <summary>
		/// The main entry point for the application.
		/// </summary>
		static void Main() 
			using (Meshes frm = new Meshes())
				if (!frm.InitializeGraphics()) // Initialize Direct3D
					MessageBox.Show("Could not initialize Direct3D.  This tutorial will exit.");

				// While the form is still valid, render and process messages

Problem being to do with computing normals... lighting is not smooth and model is getting lit looking very polygonal. I tried mesh.ComputeNormals() but doesn't seem to make any difference... ARGH! Synex Code Monkey

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Original post by Pseudo
without reading your code, I'd predict you either have flat shading on, or your faces are defined with repeated vertices. Try welding first and see if it makes a difference.

Nope, tried that already. The model I'm using (starsail.x) is one of the ones that comes with the DirectX SDK so there definatly is nothing wrong with it.

I've loaded it into the model viewer and it lights up properly so it must be something wrong with my lighting code, or something I am forgetting to do!

How frustrating!

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In order to use ComputeNormals, you need to add VertexFormats.Normal to the mesh flags. Also try to get the vertex adjacency and provide that data to ComputeNormals() for optimal results.

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Original post by darookie
In order to use ComputeNormals, you need to add VertexFormats.Normal to the mesh flags. Also try to get the vertex adjacency and provide that data to ComputeNormals() for optimal results.

VertexFormats.Normal is already set by the mesh when its loaded. And I shouldn't need to get vertex adjancecies because in every example i look at it seems really simple!?!?

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