# bowtie was found

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Was wondering if anyone has successfully used the D3DX functions to get rid of this error? Even the Aug 2008 progressive mesh sdk sample has this error. This error comes out after a call to D3DXComputeNormals( ... ) when your DX debug message are enabled. If someone could post their code how they call D3DXCleanMesh and D3DXWeldVertices that would be great. Thanks in advance.

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Hi

Its been a while, I was wondering if anyone has found a solution to this.

Thanks

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hmm, is there something problematic about cleaning a mesh?

DWORD dwAdjacencySize = 3 * pMesh->GetNumFaces();DWORD *pAdjacency = new DWORD[ dwAdjacencySize ];if( SUCCEEDED( pMesh->GenerateAdjacency( 0.0f, pAdjacency ) ) ){    ID3DXMesh *pOutMesh;    ID3DXBuffer *pErrors;    if( FAILED( D3DXCleanMesh( D3DXCLEAN_BOWTIES, pMesh, pAdjacency, pOutMesh, NULL, pErrors ) ) )    {        /* Handle Errors */    }}SAFE_DELETE_ARRAY( pAdjacency );

I did have some cases a few years back where the above wouldn't work but it was a pretty messed up mesh. Changing it to non-indexed was a trivial way of achieving a working, if inefficient, solution.

hth
Jack

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Hi Jolly

Thanks for trying to help. Unfortunately it didn't work. ( I also added a out adjacency DWORD since the call requires one)

Would you look at this screen shot - its among the house mesh I try to load up in my scene.

Perhaps the bow ties originated from the very close polygons like the antennas.

In any case, can i just ignore this? Although it can get annoying since i have my debug out high and most 95% of the message comes from the bow tie complains.

Thanks.

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