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Trillian

HLSL, ID3DXMesh and Vertex Declarations

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Hello! I have made a vertex shader to be used for toon shading. It works allright with a ID3DXMesh created with D3DXCreateTeapot. However, when I try to render a hand-built ID3DXMesh, it doesn't get cell-shaded! Here's the mesh creation code :
// Mesh is a ID3DXMesh **

D3DXCreateMeshFVF(NumIndices,NumVertices,D3DXMESH_MANAGED | D3DXMESH_WRITEONLY,SVertex::FVF,Device,Mesh);
//SVertex::FVF == (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)

//fill vertices/indices/attribute allright

D3DXComputeNormals((*Mesh),NULL);



and I render using DrawSubset(); I think that the problem is that:
D3DXCreateTeapot makes a D3DFVF_XYZ | D3DFVF_NORMAL
My code          makes a D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1
while the vertex shader requires:
struct VS_INPUT
{
    vector position : POSITION;
    vector normal   : NORMAL;
};
My best guess is that I should build a vertex declaration and apply it to the device before rendering (when using HLSL). My second guess is that I shouldn't use D3DXCreateMeshFVF because HLSL works with vertex declarations. So, can anyone help me please?

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Yes, the D3DXCreate* functions don't compute texture coordinants. You will have to load your own mesh. However, your sample code looks like it should work, but I haven't programmed with shader for a while.

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