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• By Elwin
So I've started in learning OpenGL , then I found the NeHe website and its Legacy Tutorials  (here is the link  http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ ).But the problem is that I can't download any   examples of code ( neither C code examples nor any other language ) .As you see it is impossible to download http://nehe.gamedev5.net/data/lessons/pelles_c/lesson01.zip . Does anyone has expamles of C code of this lessons ?  And the second question. If I prefer coding on C , should I choose GLUT but not an OpenGL ?
• By elect
Hi,
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
- we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
- we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
- all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
- a scene can have up to 10 mirror
- it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)

Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.

Other than that, I couldn't find anything updated/exhaustive around, can you help me?

• Hello all,
I am currently working on a game engine for use with my game development that I would like to be as flexible as possible.  As such the exact requirements for how things should work can't be nailed down to a specific implementation and I am looking for, at least now, a default good average case scenario design.
Here is what I have implemented:
Deferred rendering using OpenGL Arbitrary number of lights and shadow mapping Each rendered object, as defined by a set of geometry, textures, animation data, and a model matrix is rendered with its own draw call Skeletal animations implemented on the GPU.   Model matrix transformation implemented on the GPU Frustum and octree culling for optimization Here are my questions and concerns:
Doing the skeletal animation on the GPU, currently, requires doing the skinning for each object multiple times per frame: once for the initial geometry rendering and once for the shadow map rendering for each light for which it is not culled.  This seems very inefficient.  Is there a way to do skeletal animation on the GPU only once across these render calls? Without doing the model matrix transformation on the CPU, I fail to see how I can easily batch objects with the same textures and shaders in a single draw call without passing a ton of matrix data to the GPU (an array of model matrices then an index for each vertex into that array for transformation purposes?) If I do the matrix transformations on the CPU, It seems I can't really do the skinning on the GPU as the pre-transformed vertexes will wreck havoc with the calculations, so this seems not viable unless I am missing something Overall it seems like simplest solution is to just do all of the vertex manipulation on the CPU and pass the pre-transformed data to the GPU, using vertex shaders that do basically nothing.  This doesn't seem the most efficient use of the graphics hardware, but could potentially reduce the number of draw calls needed.

Really, I am looking for some advice on how to proceed with this, how something like this is typically handled.  Are the multiple draw calls and skinning calculations not a huge deal?  I would LIKE to save as much of the CPU's time per frame so it can be tasked with other things, as to keep CPU resources open to the implementation of the engine.  However, that becomes a moot point if the GPU becomes a bottleneck.

• Hello!
I would like to introduce Diligent Engine, a project that I've been recently working on. Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows shaders authored in HLSL to be translated to GLSL and used on all platforms. Diligent Engine supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. Full source code is available for download on GitHub.
Features:
True cross-platform Exact same client code for all supported platforms and rendering backends No #if defined(_WIN32) ... #elif defined(LINUX) ... #elif defined(ANDROID) ... No #if defined(D3D11) ... #elif defined(D3D12) ... #elif defined(OPENGL) ... Exact same HLSL shaders run on all platforms and all backends Modular design Components are clearly separated logically and physically and can be used as needed Only take what you need for your project (do not want to keep samples and tutorials in your codebase? Simply remove Samples submodule. Only need core functionality? Use only Core submodule) No 15000 lines-of-code files Clear object-based interface No global states Key graphics features: Automatic shader resource binding designed to leverage the next-generation rendering APIs Multithreaded command buffer generation 50,000 draw calls at 300 fps with D3D12 backend Descriptor, memory and resource state management Modern c++ features to make code fast and reliable The following platforms and low-level APIs are currently supported:
Windows Desktop: Direct3D11, Direct3D12, OpenGL Universal Windows: Direct3D11, Direct3D12 Linux: OpenGL Android: OpenGLES MacOS: OpenGL iOS: OpenGLES API Basics
Initialization
The engine can perform initialization of the API or attach to already existing D3D11/D3D12 device or OpenGL/GLES context. For instance, the following code shows how the engine can be initialized in D3D12 mode:
#include "RenderDeviceFactoryD3D12.h" using namespace Diligent; // ...  GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr; // Load the dll and import GetEngineFactoryD3D12() function LoadGraphicsEngineD3D12(GetEngineFactoryD3D12); auto *pFactoryD3D11 = GetEngineFactoryD3D12(); EngineD3D12Attribs EngD3D12Attribs; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16; EngD3D12Attribs.NumCommandsToFlushCmdList = 64; RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SwapChainDesc; RefCntAutoPtr<ISwapChain> pSwapChain; pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 ); pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain ); Creating Resources
Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. To create a buffer, you need to populate BufferDesc structure and call IRenderDevice::CreateBuffer(). The following code creates a uniform (constant) buffer:
BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); Similar, to create a texture, populate TextureDesc structure and call IRenderDevice::CreateTexture() as in the following example:
TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); Initializing Pipeline State
Diligent Engine follows Direct3D12 style to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.)
To create a shader, populate ShaderCreationAttribs structure. An important member is ShaderCreationAttribs::SourceLanguage. The following are valid values for this member:
SHADER_SOURCE_LANGUAGE_DEFAULT  - The shader source format matches the underlying graphics API: HLSL for D3D11 or D3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL  - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. See shader converter for details. SHADER_SOURCE_LANGUAGE_GLSL  - The shader source is in GLSL. There is currently no GLSL to HLSL converter. To allow grouping of resources based on the frequency of expected change, Diligent Engine introduces classification of shader variables:
Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
The following is an example of shader initialization:
To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
// This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
// Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:

m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
Setting the Pipeline State and Invoking Draw Command
Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
// Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); Tutorials and Samples
The GitHub repository contains a number of tutorials and sample applications that demonstrate the API usage.

AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface.

Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc.

The repository includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

Integration with Unity
Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.

• By Yxjmir
I'm trying to load data from a .gltf file into a struct to use to load a .bin file. I don't think there is a problem with how the vertex positions are loaded, but with the indices. This is what I get when drawing with glDrawArrays(GL_LINES, ...):

Also, using glDrawElements gives a similar result. Since it looks like its drawing triangles using the wrong vertices for each face, I'm assuming it needs an index buffer/element buffer. (I'm not sure why there is a line going through part of it, it doesn't look like it belongs to a side, re-exported it without texture coordinates checked, and its not there)
I'm using jsoncpp to load the GLTF file, its format is based on JSON. Here is the gltf struct I'm using, and how I parse the file:
glBindVertexArray(g_pGame->m_VAO);
glDrawElements(GL_LINES, g_pGame->m_indices.size(), GL_UNSIGNED_BYTE, (void*)0); // Only shows with GL_UNSIGNED_BYTE
glDrawArrays(GL_LINES, 0, g_pGame->m_vertexCount);
So, I'm asking what type should I use for the indices? it doesn't seem to be unsigned short, which is what I selected with the Khronos Group Exporter for blender. Also, am I reading part or all of the .bin file wrong?
Test.gltf
Test.bin

OpenGL [SlimDX] Can't get lighting to work

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I am trying to use a vertex format of Position+normal+Color and I can't seem to get it working. The scene renders as expected with lighting turned off, proper colors and all, just terribly flat looking with no defined edges visible. I am reasonably sure the normals are ok, the code was ported from openGL and rendered properly there. Just to be sure, I flipped normals and got the same results. The results are that the geometry is rendered, and can be seen when I set the background to a lighter shade, but the rendered geometry is black. I am also drawing a grid, and using the PositionColor only fvf with it, and it also renders black, so I don't think vertex normal values are the issue, since the grid doesn't use them. I have 2 lights defined, I have tried various positions and settings, both are 'set' and enabled on the device. What kind of surprises me is the lack of any examples on the net that use those three components in a fvf - I find that very strange since I would think it quite common, and that lead me to believe it is just plain not a valid combination. Can anyone point me in a direction to make this work?? This is a screen cap of the openGL/Tao (RIP) version I am trying to move to slimDX; http://www.spiked3.com/CncGo3_7.swf.html

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Some code would help.

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Quote:
 Original post by adt7Some code would help.

Yes it would.

Hopefully someone who has done PositionNormalColor FVF can post their lighting code sample that worked. Or even better someone who struggled with it like I am, and then found the one call they missed (perhaps because it is an obscure call that I missed in the days I have looked myself already) that made it all work.

I am working on an smaller example of what is failing for me (reducing a 10,000 line program down to just this), it will take a while. I may find out what I am doing wrong in the process. I will either post my broken code in a while, or what I found to be incorrect.

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using System;using System.Windows;using System.Drawing;using System.Runtime.InteropServices;using System.ComponentModel;using SlimDX;using SlimDX.Direct3D9;using SlimDX.Wpf;namespace DirectxLighting{    /// &lt;summary&gt;    /// Interaction logic for MainWindow.xaml    /// &lt;/summary&gt;    public partial class MainWindow : Window    {        MyRenderEngine MyRenderEngine;        public MainWindow()        {            InitializeComponent();            Loaded += delegate(object sender, RoutedEventArgs e)            {                MyRenderEngine = new MyRenderEngine();                slimDXControl1.SetRenderEngine(MyRenderEngine);                DataContext = MyRenderEngine;            };        }        private void button1_Click(object sender, RoutedEventArgs e)        {            MyRenderEngine.UseLighting = !MyRenderEngine.UseLighting;        }    }    class MyRenderEngine : IRenderEngine, INotifyPropertyChanged    {        bool isInitialized = false;        SlimDXControl SlimDXControl;        Light Light_0 = new Light()         {             Type = LightType.Point, Position = new Vector3(2, 2, 2), Diffuse = Color.Red, Attenuation0 = .2f, Attenuation1 = 1000         };                Light Light_1 = new Light()         {             Type = LightType.Point, Position = new Vector3(-2, -2, -2), Diffuse = Color.Blue, Attenuation0 = .2f, Attenuation1 = 1000        };        PositionColorVertex[] SimpleTriangle1;                PositionNormalColorVertex[] SimpleTriangle2;        bool _WireFrame = false, _UseLighting = true, _EnableLight_0 = true, _EnableLight_1 = true;        public bool WireFrame { get { return _WireFrame; } set { _WireFrame = value; OnPropertyChanged("WireFrame"); } }        public bool UseLighting { get { return _UseLighting; } set { _UseLighting = value; OnPropertyChanged("UseLighting"); } }        public bool EnableLight_0 { get { return _EnableLight_0; } set { _EnableLight_0 = value; OnPropertyChanged("EnableLight_0"); } }        public bool EnableLight_1 { get { return _EnableLight_1; } set { _EnableLight_1 = value; OnPropertyChanged("EnableLight_1"); } }        public void OnDeviceCreated(object sender, EventArgs e)        {            // +++ never getting called?        }        public void OnDeviceDestroyed(object sender, EventArgs e)        {            //throw new NotImplementedException();        }        public void OnDeviceLost(object sender, EventArgs e)        {            //throw new NotImplementedException();        }        public void OnDeviceReset(object sender, EventArgs e)        {            isInitialized = false;            SlimDXControl = sender as SlimDXControl;            if (SlimDXControl == null)                throw new ArgumentNullException("sender");            SimpleTriangle1 = new PositionColorVertex[] {                new PositionColorVertex( new Vector3(-0.5f, -0.5f, 0.0f), Color.Red),				new PositionColorVertex( new Vector3(0.5f, -0.5f, 0.0f), Color.Blue ),				new PositionColorVertex( new Vector3(0.0f, 0.5f, 0.0f), Color.Green),            };            SimpleTriangle2 = new PositionNormalColorVertex[] {                new PositionNormalColorVertex( new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0,0,-1), Color.Red),				new PositionNormalColorVertex( new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0,0,-1), Color.Blue ),				new PositionNormalColorVertex( new Vector3(0.0f, 0.5f, 0.0f), new Vector3(0,0,-1), Color.Green),            };            SlimDXControl.Device.SetLight(0, Light_1);            SlimDXControl.Device.SetLight(1, Light_1);            SlimDXControl.Device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovRH((float)Math.PI / 4,                (float)(SlimDXControl.Width / SlimDXControl.Height), 1, 100));            SlimDXControl.Device.SetTransform(TransformState.View, Matrix.LookAtRH(new Vector3(0, 2, -2), new Vector3(0, 0, 0), new Vector3(0, 1, 0)));            isInitialized = true;        }        DateTime lastTick = DateTime.MaxValue;        public void OnMainLoop(object sender, EventArgs e)        {            if (!isInitialized) return;     // we get called before we get created :| (in the voice of eric cartman, "lame")            DateTime NowTime = DateTime.Now;            float elapsedSeconds = (float)(NowTime - lastTick).TotalSeconds;            SlimDXControl.Device.MultiplyTransform(TransformState.World, Matrix.RotationY((float)(elapsedSeconds * Math.PI)));            lastTick = NowTime;            SlimDXControl.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.FromArgb(255, 100, 100, 100), 1, 0);            SlimDXControl.Device.SetRenderState(RenderState.FillMode, WireFrame ? FillMode.Wireframe : FillMode.Solid);            SlimDXControl.Device.SetRenderState(RenderState.CullMode, Cull.None);            SlimDXControl.Device.EnableLight(0, EnableLight_0);            SlimDXControl.Device.EnableLight(1, EnableLight_1);            SlimDXControl.Device.SetRenderState(RenderState.Lighting, UseLighting);            //SlimDXControl.Device.VertexFormat = PositionColorVertex.VertextFormat;            //SlimDXControl.Device.DrawUserPrimitives&lt;PositionColorVertex&gt;            //    (SlimDX.Direct3D9.PrimitiveType.TriangleList, SimpleTriangle1.Length, SimpleTriangle1);            SlimDXControl.Device.VertexFormat = PositionNormalColorVertex.VertextFormat;            SlimDXControl.Device.DrawUserPrimitives&lt;PositionNormalColorVertex&gt;                (SlimDX.Direct3D9.PrimitiveType.TriangleList, SimpleTriangle2.Length / 3, SimpleTriangle2);        }        #region INotifyPropertyChanged Members        public event PropertyChangedEventHandler PropertyChanged;        void OnPropertyChanged(string T)        {            if (PropertyChanged != null)                PropertyChanged(this, new PropertyChangedEventArgs(T));        }        #endregion    }    [StructLayout(LayoutKind.Sequential)]    public struct PositionNormalColorVertex : IEquatable&lt;PositionNormalColorVertex&gt;    {        public Vector3 Position;        public Vector3 Normal;        public Int32 Color;        public static VertexFormat VertextFormat { get { return VertexFormat.Position | VertexFormat.Normal | VertexFormat.Diffuse; } }        public PositionNormalColorVertex(Vector3 position, Vector3 normal, Color color)            : this()        {            Position = position;            Normal = normal;            Color = color.ToArgb();        }        #region IEquatable        public static bool operator ==(PositionNormalColorVertex left, PositionNormalColorVertex right)        {            return left.Equals(right);        }        public static bool operator !=(PositionNormalColorVertex left, PositionNormalColorVertex right)        {            return !(left == right);        }        public override int GetHashCode()        {            return Position.GetHashCode() + Color.GetHashCode();        }        public override bool Equals(object obj)        {            if (obj == null)                return false;            if (GetType() != obj.GetType())                return false;            return Equals((PositionNormalColorVertex)obj);        }        public bool Equals(PositionNormalColorVertex other)        {            return (Position == other.Position && Color == other.Color && Normal == other.Normal);        }        #endregion    }    [StructLayout(LayoutKind.Sequential)]    public struct PositionColorVertex : IEquatable&lt;PositionColorVertex&gt;    {        public Vector3 Position;        public Int32 Color;        public static VertexFormat VertextFormat { get { return VertexFormat.Position |VertexFormat.Diffuse; } }        public PositionColorVertex(Vector3 position, Color color)            : this()        {            Position = position;            Color = color.ToArgb();        }        #region IEquatable        public static bool operator ==(PositionColorVertex left, PositionColorVertex right)        {            return left.Equals(right);        }        public static bool operator !=(PositionColorVertex left, PositionColorVertex right)        {            return !(left == right);        }        public override int GetHashCode()        {            return Position.GetHashCode() + Color.GetHashCode();        }        public override bool Equals(object obj)        {            if (obj == null)                return false;            if (GetType() != obj.GetType())                return false;            return Equals((PositionColorVertex)obj);        }        public bool Equals(PositionColorVertex other)        {            return (Position == other.Position && Color == other.Color);        }        #endregion    }}

[Edited by - Promit on April 11, 2010 10:07:50 AM]

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Ok, now I am really confused - and I am out of time for now, so I will look more into it later.

But commenting out the second set light, and some colors appear - although changing the light parameters has no effect on anything. Very weird, probably something simple and stupid code error wise.

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You need to set an appropriate material for FFP lighting to work (device.Material)
or at least set the RenderState.DiffuseMaterialSource et. al. to sensible values (these can redirect material properties to your vertex). In the code you provided you never set these properties at all.

A test run with some own code showed that the default value (after device creation) of RenderState.DiffuseMaterialSource is actually Color1, though. Then again, the default Material is zero everywhere. But you may have got something different. So playing around with the states and device.Material would be my first attempt.

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Well, I'm not sure exactly what change made it start working, but after changing just about everything I started seeing some light. The changes that stick out at me are; I added the range parameter to the lights - the example I had seen did not have those. I have not yet found a good explanation showing what light use which parameters - but anyhow, in the version that works now the values are different than the code above. I also had to revers the normals - no big surprise there. I discovered that when I started rotating things. As I move lights around now and change colors, things appear as I would expect - so now I am going to change the big program to match.

Here is a repost of the above, but working now - there may be other significant differences I haven't noticed yet. BTW - still no material, so that does not seem to be a requirement (and actually I had tried that earlier with no results).

If anyone want the full code let me know - since its wpf, this post doesn't cover everything.

----------------------- working version -----------------
using System;
using System.Windows;
using System.Drawing;
using System.Runtime.InteropServices;
using System.ComponentModel;

using SlimDX;
using SlimDX.Direct3D9;
using SlimDX.Wpf;

namespace DirectxLighting
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
MyRenderEngine MyRenderEngine;

public MainWindow()
{
InitializeComponent();

Loaded += delegate(object sender, RoutedEventArgs e)
{
MyRenderEngine = new MyRenderEngine();
slimDXControl1.SetRenderEngine(MyRenderEngine);
DataContext = MyRenderEngine;
};
}
}

class MyRenderEngine : IRenderEngine, INotifyPropertyChanged
{
bool isInitialized = false;
SlimDXControl SlimDXControl;

Light Light_0 = new Light()
{
Type = LightType.Point, Position = new Vector3(4, 2, 10), Diffuse = Color.White, Attenuation0=0, Attenuation1=.1f, Attenuation2=0, Range=100
};

Light Light_1 = new Light()
{
Type = LightType.Point, Position = new Vector3(-4, 2, 10), Diffuse = Color.Blue, Attenuation0=0, Attenuation1=.1f, Attenuation2=0, Range=100
};

PositionColorVertex[] SimpleTriangle1;

PositionNormalColorVertex[] SimpleTriangle2;

bool _WireFrame = false, _UseLighting = true, _EnableLight_0 = true, _EnableLight_1 = true;

public bool WireFrame { get { return _WireFrame; } set { _WireFrame = value; OnPropertyChanged("WireFrame"); } }
public bool UseLighting { get { return _UseLighting; } set { _UseLighting = value; OnPropertyChanged("UseLighting"); } }
public bool EnableLight_0 { get { return _EnableLight_0; } set { _EnableLight_0 = value; OnPropertyChanged("EnableLight_0"); } }
public bool EnableLight_1 { get { return _EnableLight_1; } set { _EnableLight_1 = value; OnPropertyChanged("EnableLight_1"); } }

public void OnDeviceCreated(object sender, EventArgs e)
{
// +++ never getting called?
}

public void OnDeviceDestroyed(object sender, EventArgs e)
{
//throw new NotImplementedException();
}

public void OnDeviceLost(object sender, EventArgs e)
{
//throw new NotImplementedException();
}

public void OnDeviceReset(object sender, EventArgs e)
{
isInitialized = false;

SlimDXControl = sender as SlimDXControl;
if (SlimDXControl == null)
throw new ArgumentNullException("sender");

SimpleTriangle1 = new PositionColorVertex[] {
new PositionColorVertex( new Vector3(-0.5f, -0.5f, 0.0f), Color.Red),
new PositionColorVertex( new Vector3(0.5f, -0.5f, 0.0f), Color.Blue ),
new PositionColorVertex( new Vector3(0.0f, 0.5f, 0.0f), Color.Green),
};

SimpleTriangle2 = new PositionNormalColorVertex[] {
new PositionNormalColorVertex( new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(0,0,1), Color.Red),
new PositionNormalColorVertex( new Vector3(0.5f, -0.5f, 0.0f), new Vector3(0,0,1), Color.Blue ),
new PositionNormalColorVertex( new Vector3(0.0f, 0.5f, 0.0f), new Vector3(0,0,1), Color.Green),
};

SlimDXControl.Device.SetLight(0, Light_0);
SlimDXControl.Device.SetLight(1, Light_1);

SlimDXControl.Device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovRH((float)Math.PI / 4,
(float)(SlimDXControl.Width / SlimDXControl.Height), 1, 100));
SlimDXControl.Device.SetTransform(TransformState.View, Matrix.LookAtRH(new Vector3(0, 2, -2), new Vector3(0, 0, 0), new Vector3(0, 1, 0)));

isInitialized = true;
}

DateTime lastTick = DateTime.MaxValue;

public void OnMainLoop(object sender, EventArgs e)
{
if (!isInitialized) return; // we get called before we get created :| (in the voice of eric cartman, "lame")

DateTime NowTime = DateTime.Now;
float elapsedSeconds = (float)(NowTime - lastTick).TotalSeconds;
SlimDXControl.Device.MultiplyTransform(TransformState.World, Matrix.RotationY((float)(elapsedSeconds * Math.PI)));
lastTick = NowTime;

SlimDXControl.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.FromArgb(255, 100, 100, 100), 1, 0);

SlimDXControl.Device.SetRenderState(RenderState.FillMode, WireFrame ? FillMode.Wireframe : FillMode.Solid);
//SlimDXControl.Device.SetRenderState(RenderState.CullMode, Cull.None);

SlimDXControl.Device.EnableLight(0, EnableLight_0);
SlimDXControl.Device.EnableLight(1, EnableLight_1);

SlimDXControl.Device.SetRenderState(RenderState.Lighting, UseLighting);

//SlimDXControl.Device.VertexFormat = PositionColorVertex.VertextFormat;
//SlimDXControl.Device.DrawUserPrimitives<PositionColorVertex>
// (SlimDX.Direct3D9.PrimitiveType.TriangleList, SimpleTriangle1.Length, SimpleTriangle1);

SlimDXControl.Device.VertexFormat = PositionNormalColorVertex.VertextFormat;
SlimDXControl.Device.DrawUserPrimitives<PositionNormalColorVertex>
(SlimDX.Direct3D9.PrimitiveType.TriangleList, SimpleTriangle2.Length / 3, SimpleTriangle2);
}

#region INotifyPropertyChanged Members

public event PropertyChangedEventHandler PropertyChanged;

void OnPropertyChanged(string T)
{
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs(T));
}

#endregion
}

[StructLayout(LayoutKind.Sequential)]
public struct PositionNormalColorVertex : IEquatable<PositionNormalColorVertex>
{
public Vector3 Position;
public Vector3 Normal;
public Int32 Color;

public static VertexFormat VertextFormat { get { return VertexFormat.Position | VertexFormat.Normal | VertexFormat.Diffuse; } }

public PositionNormalColorVertex(Vector3 position, Vector3 normal, Color color)
: this()
{
Position = position;
Normal = normal;
Color = color.ToArgb();
}

#region IEquatable

public static bool operator ==(PositionNormalColorVertex left, PositionNormalColorVertex right)
{
return left.Equals(right);
}

public static bool operator !=(PositionNormalColorVertex left, PositionNormalColorVertex right)
{
return !(left == right);
}

public override int GetHashCode()
{
return Position.GetHashCode() + Color.GetHashCode();
}

public override bool Equals(object obj)
{
if (obj == null)
return false;

if (GetType() != obj.GetType())
return false;

return Equals((PositionNormalColorVertex)obj);
}

public bool Equals(PositionNormalColorVertex other)
{
return (Position == other.Position && Color == other.Color && Normal == other.Normal);
}
#endregion
}

[StructLayout(LayoutKind.Sequential)]
public struct PositionColorVertex : IEquatable<PositionColorVertex>
{
public Vector3 Position;
public Int32 Color;

public static VertexFormat VertextFormat { get { return VertexFormat.Position |VertexFormat.Diffuse; } }

public PositionColorVertex(Vector3 position, Color color)
: this()
{
Position = position;
Color = color.ToArgb();
}

#region IEquatable

public static bool operator ==(PositionColorVertex left, PositionColorVertex right)
{
return left.Equals(right);
}

public static bool operator !=(PositionColorVertex left, PositionColorVertex right)
{
return !(left == right);
}

public override int GetHashCode()
{
return Position.GetHashCode() + Color.GetHashCode();
}

public override bool Equals(object obj)
{
if (obj == null)
return false;

if (GetType() != obj.GetType())
return false;

return Equals((PositionColorVertex)obj);
}

public bool Equals(PositionColorVertex other)
{
return (Position == other.Position && Color == other.Color);
}
#endregion
}
}