Meshes rendering weirdly

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6 comments, last by Cleese852 14 years, 11 months ago
As my last question was solved a new one arose. Now whenever my mesh and texture render it doesn't look right. I don't really know how to explain it, what's going on or how to solve it. So I took a screenshot, any help would be appreciated. http://img11.imageshack.us/img11/6830/ungh.jpg
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EDIT: Here's my code:
LPD3DXMESH Human;DWORD Human_Mats_Num;D3DMATERIAL9* Human_Mat;LPDIRECT3DTEXTURE9* Human_Texture; VOID Load_Mesh::Load_At_StartUp(LPDIRECT3DDEVICE9 g_pd3dDevice){	LPD3DXBUFFER Human_Buff_Mats;	if(FAILED(D3DXLoadMeshFromX("..\\airplane 2.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &Human_Buff_Mats, NULL, &Human_Mats_Num, &Human)))	{		MessageBox(NULL, "Fail1", "Fail", MB_OK);		return;	}	D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)Human_Buff_Mats->GetBufferPointer();	Human_Mat = new D3DMATERIAL9[Human_Mats_Num];	Human_Texture = new LPDIRECT3DTEXTURE9[Human_Mats_Num];	for(DWORD i = 0; i < Human_Mats_Num; i++)	{		Human_Mat = tempMaterials.MatD3D;		Human_Mat.Ambient = Human_Mat.Diffuse;		if(FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, tempMaterials.pTextureFilename, &Human_Texture)))		{			Human_Texture = NULL;			//MessageBox(NULL, (LPCSTR)tempMaterials.pTextureFilename, "Fail", MB_OK);		}	}}VOID Load_Mesh::Render_Meshes(LPDIRECT3DDEVICE9 g_pd3dDevice){	for(DWORD i = 0; i < Human_Mats_Num ; i++)subset	{		if(i != -1776)		{			g_pd3dDevice->SetMaterial(&Human_Mat);			if(Human_Texture != NULL)			{				g_pd3dDevice->SetTexture(0, Human_Texture);			}                        Human->DrawSubset(i);		}	}}

Check that z-reading/writing is on.

g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
I tried that but it still happens.
Solved it.
How exactly? I have the same problem.
Thx
Hi there.
Would is have something to do with your perspective fov.
If your useing D3DXMatrixPerspectiveFovLH then look at the
Aspect parameter.
Nevermind, problem solved ;) It was due the clipping planes. I put them on 1 to 1000 and it works fine now.
Cheers

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