Sign in to follow this  
Plasmarobo

Invisible Geometry

Recommended Posts

Plasmarobo    100
Hey, I have read a tutorial on rendering from vertex buffers, and I have designed my own class, but I must be doing something wrong. I am getting invisible geometry. I am rendering from a non-indexed vertex buffer of vertices with #define FVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1) Do I *have* to specify a texture? I tried playing with normals and winding order, but no luck so far. Here's my code (I'll post the Vertex Buffer class if someone wants)
#define WIN32_LEAN_AND_MEAN
#include "stdafx.h"
//we could include these in stdafx, but intel-sense likes them here
#include "Foundation.h"
#include "DirectX.h"
#include "Input.h"
#include "Images.h"
#include "3dbase.h"

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	Foundation::WinFnd::WinLayer App;
	if(!App.Start(hInstance, "Core", "Core", 800, 600, nCmdShow))
	{
		MessageBox(App.m_hWnd, "Application failed to initialize", "FAILURE", NULL);
		App.End();
		return 0;
	}
	App.window = &App;
	
	
	//Setup DirectX
	
	Graphics::DirectX::DirectXLayer Direct3D;
	Direct3D.Aquire();
	Direct3D.GetCapsHal();
	Graphics::DirectX::FormatBlock Settings;
	ZeroMemory(&Settings, sizeof(Graphics::DirectX::FormatBlock));
	//Direct3D.GetAdapterFormat(Settings);
	Settings.Init_Def(App.m_hWnd);
	
	Direct3D.CreateDevice(Settings);
	Direct3D.SetRenderState(D3DRS_LIGHTING, true);
	Direct3D.SetRenderStateEx(D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255));
	Direct3D.SetRenderStateEx(D3DRS_FILLMODE, D3DFILL_WIREFRAME); 
	//Setup Input
	Input::DI8 Input_Control;
	Input_Control.Create(hInstance);
	Input::Keyboard keyboard(&Input_Control);
	keyboard.Create(App.m_hWnd);
	
	Graphics::DirectX::iVertexBuffer Vertbuf(&Direct3D);
	Vertbuf.SetSize_f(6);
	
	Vertbuf.Create(D3DUSAGE_WRITEONLY,FVF, D3DPOOL_DEFAULT);

	Graphics::DirectX::iFVF *verts;
	
	Vertbuf.Fill((void**)&verts);
	verts[0].pos = D3DXVECTOR3(0.0f, 100.0f, 1.0f);
	verts[0].normal = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
	verts[1].pos = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
	verts[1].normal = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
	verts[2].pos = D3DXVECTOR3(100.0f, 100.0f, 1.0f);
	verts[2].normal = D3DXVECTOR3(0.5f, 1.0f, 0.0f);
	verts[3].pos = D3DXVECTOR3(100.0f, 100.0f, 1.0f);
	verts[4].pos = D3DXVECTOR3(0.0f, 100.0f, 1.0f);
	verts[5].pos = D3DXVECTOR3(100.0f, 0.0f, 1.0f);
	
	Vertbuf.Done();
	Graphics::DirectX::iMaterial Mater;
	Mater.Create(255.0f, 255.0f, 255.0f, 0.0f);
	Mater.SetAmbient(255.0f, 255.0f, 255.0f);
	Mater.SetDiffuse(255.0f, 255.0f, 255.0f);
	Mater.SetEmissive(255.0f, 255.0f, 255.0f);
	Mater.SetSpec(255.0f, 255.0f, 255.0f, 1.0f);
	Vertbuf.SetMater( &Mater );
	Graphics::DirectX::iTexture texture(&Direct3D);
	texture.Load("s1.png");
	Vertbuf.SetTexture(&texture);

	



	
	
	
	bool on = true;
	
	
	while(on)
	{
		App.MsgLoop();
		App.Update();
		if(App.Active)
		{
		
		
		Direct3D.StartRender();
		Vertbuf.RenderDefault(sizeof(Graphics::DirectX::iFVF));
		//This is a "badly behaved message loop"
		Direct3D.EndRender();

		keyboard.Scan();
		//methods of escape
		if(keyboard.CheckKey(DIK_ESCAPE))
			break;
		if(keyboard.CheckKey(DIK_M))
			PostMessage(App.m_hWnd, WM_ACTIVATEAPP, false, NULL);
		if(App.Done)
			break;
		Direct3D.ClearScreen();
		Direct3D.Present();
		}
	
	}
	App.End();
	Direct3D.End();

	return 0;
}


Heh, I know I have other strange h files in there, but I wanted to keep this post relatively short. If you need it I can post them

Share this post


Link to post
Share on other sites
JohnBolton    1372
I don't know the cause of your problem, but I have two suggestions:
  1. Check the return codes of every DirectX function that returns one, and turn on debugging in the D3D control panel. If something is wrong with the way you set up D3D or the data that you send it, it will tell you.
  2. Move #define WIN32_LEAN_AND_MEAN" to after #include "stdafx.h". If you are using precompiled headers, then everything before the #include "stdafx.h" is ignored by the compiler.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this