.x file tutorials

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4 comments, last by draqza 22 years, 10 months ago
Can anyone tell me where there is a good tutorial for loading DirectX .X files? I''ve been making things with DoGA-L1, which exports to .X, but the DX8 SDK reference is...decidedly less than helpful.
WNDCLASSEX Reality;......Reality.lpfnWndProc=ComputerGames;......RegisterClassEx(&Reality);Unable to register Reality...what's wrong?---------Dan Uptonhttp://0to1.orghttp://www20.brinkster.com/draqza
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I know you said you already looked in the SDK, but lots of times people miss the tutorials that are there so I''ll tell you how to reach them. If you''ve already tried this then disregard this message:
In the main help file for DX8.0, go to the contents tab, and expand DirectX Graphics, then expand under that DirectX Graphics C/C++ Tutorials, then go to Tutorial 6: Using Meshes.
Whoopsie, AP was me
Thanks, but I had already checked the SDK and I knew that the mesh tutorial was there. However, for some reason, the included tutorials have been next to useless for me. Part of it is that they give you so many code snippets but don''t give you much idea of what goes where, and sometimes they forget to mention what type of variable you''ll need. Actually, under using X files under Advanced Topics, they do it a completely different way which didn''t work for me.

So, any other places?
WNDCLASSEX Reality;......Reality.lpfnWndProc=ComputerGames;......RegisterClassEx(&Reality);Unable to register Reality...what's wrong?---------Dan Uptonhttp://0to1.orghttp://www20.brinkster.com/draqza
I think it´s easier to save the x file as text and parse the information out of it.

When the stars are right they will awake...
  DWORD	     i;			// for control variableLPD3DXBUFFER D3DXMtrlBuffer;	// handles materialsLPD3DXBUFFER AdjacencyBuffer = NULL;	char FilePath[30];    D3DXLoadMeshFromX(   Filename,   D3DXMESH_SYSTEMMEM,   D3DDevice,   NULL,   &D3DXMtrlBuffer,   &this->NumMaterials,   &this->Mesh);  // Load the materials from the .x fileD3DXMATERIAL* D3DXMaterials = (D3DXMATERIAL*)D3DXMtrlBuffer->GetBufferPointer();this->MeshMaterials = new D3DMATERIAL8[this->NumMaterials];this->MeshTextures  = new LPDIRECT3DTEXTURE8[this->NumMaterials];	    		// Load the textures from the .x file	for (i = 0; i < this->NumMaterials; i++ ) {  this->MeshMaterials[i] = D3DXMaterials[i].MatD3D;  this->MeshMaterials[i].Ambient = this->MeshMaterials[i].Diffuse;          strcpy(FilePath, "Models\\");  strcat(FilePath, D3DXMaterials[i].pTextureFilename);  if (FAILED(D3DXCreateTextureFromFile(D3DDevice, FilePath, &this->MeshTextures[i])))			this->MeshTextures[i] = NULL;	  D3DXMtrlBuffer->Release();  }}  


that code was basically stolen from the SDK


"This is stupid. I can't believe this! Ok, this time, there really IS a bug in the compiler."... 20 mins pass ..."I'M AN IDIOT!!!"

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