(DX9)
Time for another newbie question by coderdave =-)
Background:
I use D3DXCreateText by using a ID3DXFont I made earlier (called localFont below)
hres = D3DXCreateTextW(device, localFont->GetDC(),
messageW, 0.001f, 0.4f, &fontMesh, NULL, NULL );
Let's say messageW is "Hello World!" so basically it creates a 3D Mesh of the text "Hello World!" for me and stores it in my not-so-exciting variable name, fontMesh. Everything is working perfectly so far.
Except its pretty plain. Now I want to color this up. You know, put some jazz into it.
Now I read on the DrunkenHyena that the vertex buffer in the resulting mesh is of FVF type D3DFVF_NORMAL | D3DFVF_XYZ and so far this empirically seems true for me........ hmm, nothing about texture coordinates in there.
So using something like-
device->SetTexture(0, texture);
I find that, yeah, without texture coordinates, its coloring the whole thing with pixel (1,1) of my texture image! Doh!
So the newb question of the day is --- how do I put more interesting textures onto this mesh that can span outside of (1,1) of the texture image? I've considered unlocking and writing into its vertex buffer and seeing if I can go about changing the FVF but somehow this seems to be a tragically wrong approach to me, or perhaps I lack the competance as a coder to invent a conversion that I know won't crash.
Maybe texturing up mesh-text is just the wrong way to go about spicing up fonts in general? It could be, but I've seen other work that indicates otherwise (i.e., BluffTitler- a program that overlays "tricked out" 3d text onto movies and they're using DX9 for it).