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SamHorton

invisible mesh in managed DX

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I'm having a problem with a mesh not displaying when I render it. Currently I have a skybox mesh that loaded and rendered without any problems, but when I apply the same technique to another simple mesh it seems to be invisible. After debugging the code for 2 days and searching all over the net I don't seem to be getting any closer to fixing it. Are there any typical problems a noob might face when loading and rendering meshes? Also... I loaded the same mesh using "Tutorial 6: Using Meshes" of the june sdk and it worked fine. So it must be a problem w/ my code. Here is the basic code i'm using to load and render the mesh.
public void load(Device device, String path)
        {
            ExtendedMaterial[] mtrls;
            String texPath = "../data/saucer/";
            thisMesh = Mesh.FromFile(path, MeshFlags.Managed, device, out mtrls);            
            
            // Store the mesh materials and textures (mtrls is a list of extendedMaterials)
            if ((mtrls != null) && (mtrls.Length > 0))
            {
                myTextures = new Texture[mtrls.Length];
                shaderList = new  Material[mtrls.Length];

                for (int i = 0; i < mtrls.Length; i++)
                {
                    // Create the texture                    
                    if (mtrls.TextureFilename != null)
                        {myTextures = TextureLoader.FromFile(device, texPath + mtrls.TextureFilename);
                    }
                    shaderList = mtrls.Material3D;                                         
                    shaderList.Ambient = shaderList.Diffuse;
                }//end for loop
            }//end if
        }//end load

        public void render(Device device)
        {          
            //tell the device to switch to the current model's transform
            device.Transform.World =
                Matrix.Scaling(scale) *
                Matrix.RotationYawPitchRoll(rotation.X, rotation.Y, rotation.Z) *
                Matrix.Translation(worldPosition);   

            for(int i = 0; i < shaderList.Length; i++) {
                device.Material = shaderList;
                device.SetTexture(0, myTextures);
                thisMesh.DrawSubset(i);
            }
        }//end render


The main engine class calls the render function above during the render phase.

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Ok, so I figured out the cause of the invisible mesh!

When I render my skybox I disable the zbuffer and lighting like so:

device.RenderState.ZBufferEnable = false;
device.RenderState.ZBufferWriteEnable = false;
device.RenderState.Lighting = false;
//render stuff



After rendering the skybox I was switching the zbuffer back on by setting the above properties to true (which prevents the mesh from showing up). If I leave the zbuffer props commented out the next mesh I render is visible. Any ideas on why this might be happening?

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I guess I will go ahead and post this since it might help someone else.

My Whole problem was that I set the nearclip plane to .1f. I read on another thread that most of the accuracy of the Zbuffer is used within the first 25% of the range so lower nearclip values tend to screw things up.

Once I changed this to 1f everything works like a charm.

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