Jump to content
  • Advertisement
Sign in to follow this  

Need help using D3DXComputeTangentFrameEx

This topic is 4368 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I can not figure out how to use this function properly. When called I recieve the error message "U Partial channel not present in output mesh." I read on another thread that this means my FVF and vertex decleration are wrong, but I don't know how reliable this info is. If this is the case, here are my structures: D3DFVF_EFFECTVERTEX D3DFVF_XYZ | D3DFVF_NORMAL | (D3DFVF_TEX0 | D3DFVF_TEXCOORDSIZE2(0)) | (D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(1)) | (D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(2)) struct EFFECTVERTEX { D3DXVECTOR3 position_; D3DXVECTOR3 normal_; D3DXVECTOR2 texUV_; D3DXVECTOR3 tangent_; D3DXVECTOR3 binormal_; } I have attempted many variations of the call to computeTangentFrameEx, and they all give the same results. Here is how I call the function: ID3DXMesh *TangentMesh; D3DXComputeTangentFrameEx(CleanMesh, D3DDECLUSAGE_TEXCOORD, 0, D3DDECLUSAGE_TEXCOORD, 1, D3DDECLUSAGE_TEXCOORD, 2, D3DDECLUSAGE_NORMAL, 0, D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WRAP_UV, CleanAdj, .01f, .25f, .01f, &TangentMesh, NULL);

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!