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DoomAngel

Problem: Rendering D3DXMesh with out DrawSubset()

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Hi I'm trying to render a D3DX Mesh without using the DrawSubset method as follows:
//Rendering the model
set mesh vertex buffer as the stream source...
set mesh fvf..
set mesh index buffer...

//The code that matters.
AttributeRange[] ar = mesh.GetAttributeTable();

for (int i = 0; i < mesh.NumberAttributes; ++i)
{
    device.DrawIndexedPrimitives(
	PrimitiveType.TriangleList,
	ar.VertexStart,	//BaseVertex
	0,			//minVertexIndex
	ar.VertexCount,	//numVertices
	ar.FaceStart,	//StartIndex
	ar.FaceCount);	//PrimCount
}
Now the problem is that only the first item of the AttributeTable gets rendered the right way, but the other items don't meanig if the x file loaded model contained only one submesh the results looks great but if more than one submesh used the problems showup what i think is that i didn't understand the meaning of the members of the AttributeTable so any one could explain to me what should i do??!! THX EDIT: These forums use 'code' tags for small fragments and 'source' tags for longer pieces of code.

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Presuming that MDX hasn't changed the order of parameters the following code should be useful. It's my C++ version of exactly the same thing and I know it works [smile]:

g_pd3dDevice->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
0, //BaseVertexIndex
pAttr.VertexStart, //MinIndex
pAttr.VertexCount, //NumVertices
pAttr.FaceStart * 3, //StartIndex
pAttr.FaceCount //NumPrimitives
);


What you got is fairly close though.

hth
Jack

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