MeshWidget::MeshWidget(LPDIRECT3DDEVICE9 dev, char *strFilename)
{
char strFullFilename[50];
char strErrorBuffer[40];
this->dev = dev;
this->strName = strFilename;
this->mesh = NULL;
this->m_iID = 0;
this->m_iType = 2;
tex = NULL;
fX = fY = 1.0f;
fZ = 0.0f;
fScale = 1.0f;
fRotX = fRotY = fRotZ = 0.0f;
bAutoRotate = false;
sprintf_s(strFullFilename,"..\\assets\\meshes\\%s\0",strFilename);
if(!SUCCEEDED(D3DXLoadMeshFromX(strFullFilename,D3DXMESH_MANAGED,dev,NULL,NULL,NULL,&fNumOfTextures,&this->mesh)))
{
this->mesh = NULL;
sprintf(strErrorBuffer,"Could not load mesh %s\0",strFilename);
DataLogger::getInstance()->addEntry(strErrorBuffer,MESSAGE_TYPE_ERROR);
}
}
Mesh doesn't render in release mode...
Hey guys. I am using DirectX 9.0c and Visual C++ 2005. I am using the "D3DXLoadMeshFromX" to load a .x 3d model. When I run my game the first time, the mesh appears to render properly. However when I exit the game mode and go back to the game menu and then go back into the game, the mesh no longer renders. This only happens when I run the game inside Visual Studio. If I run the binary directly, I don't have any problems at all. I have searched and searched for any possible memory leaks or heap corruptions but I am just not seeing any. I also know that the path from which I am loading my mesh is correct. Has anyone run into this sort of problem in the past? Thanks in advance!
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