Jump to content
  • Advertisement
Sign in to follow this  
16bit_port

rendering issue

This topic is 3011 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

It's suppose to be a body. It only renders the outline of it for some odd reason. description of your image What could be causing this? I don't have any lighting or anything... //////d3d9 init
d3d = Direct3DCreate9( D3D_SDK_VERSION );

///// Verifying HAL support
   D3DDISPLAYMODE mode;
   d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &mode );

   HAL_Support = d3d->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mode.Format, mode.Format, true );

//////// Grab device information
   D3DPRESENT_PARAMETERS d3dpp;
   ZeroMemory( &d3dpp, sizeof(d3dpp) );
   d3dpp.Windowed = TRUE;
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
   d3dpp.hDeviceWindow = hWnd;

HRESULT result = d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3ddev );


////// render
d3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.f, 0 );

d3ddev->BeginScene();

for( unsigned i = 0; i < ListOfObjects.size(); i++ )
{
	Object& Obj = ListOfObjects;
	for( unsigned j = 0; j < Obj.ListOfAssets.size(); j++ )
	{
		Asset &_Asset = Obj.ListOfAssets[j];

		for( unsigned k = 0; k < _Asset.ListOfMeshes.size(); k++ )
		{
			Mesh_D3D9 &_Mesh = _Asset.ListOfMeshes[k];
			d3ddev->SetStreamSource( 0, _Mesh.VertexBuffer, 0, sizeof(Vertex_D3D9) );
			d3ddev->SetIndices( _Mesh.IndexBuffer );
			d3ddev->SetVertexDeclaration( _Mesh.VertexDecl );

			int num_tris = _Mesh.NumIndices() / 3;
			d3ddev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, _Mesh.NumVertices(), 0, num_tris );
		}
	}
}

d3ddev->EndScene();

d3ddev->Present( NULL, NULL, NULL, NULL );	//swaps buffers


class Vertex_D3D9
{
   public:
	D3DXVECTOR3 Position;
	D3DXVECTOR3 Normal;
};


class Mesh_D3D9 : Mesh
{
	public :
		////////// Constructor, Destructor
			Mesh_D3D9();
			virtual ~Mesh_D3D9();

		////////// Member Variables
			IDirect3DVertexBuffer9* VertexBuffer;
			IDirect3DIndexBuffer9* IndexBuffer;

			D3DVERTEXELEMENT9 *declaration;
			IDirect3DVertexDeclaration9 *VertexDecl;

			Vertex_D3D9 *Vertices;

		////////// Methods
			inline DWORD NumDeclarationElements(){ return _NumberDeclarationElements; }

	private :
		/////////// Member Variables
			DWORD _NumberDeclarationElements;
};

void CreateAndLockVertexBuffer( Mesh_D3D9 &_Mesh )
{
	HRESULT result = d3ddev->CreateVertexBuffer( _Mesh.NumVertices() * sizeof( Vertex_D3D9 ), D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &_Mesh.VertexBuffer, 0 );


	void *Vertices = NULL;
	result = _Mesh.VertexBuffer->Lock( 0, 0, (void**)&Vertices, 0 );

        memcpy( Vertices, _Mesh.Vertices, sizeof( MVV::Vertex_D3D9 ) * _Mesh.NumVertices() );

	result = _Mesh.VertexBuffer->Unlock();
}


void CreateAndLockIndexBuffer( Mesh_D3D9 &_Mesh )
{
	HRESULT result = d3ddev->CreateIndexBuffer( _Mesh.NumIndices() * sizeof( DWORD ), D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &_Mesh.IndexBuffer, 0 );

	void *Indices = NULL;
	result = _Mesh.IndexBuffer->Lock( 0, 0, (void**)&Indices, 0 );

	memcpy( Indices, _Mesh.Indices, sizeof( DWORD ) * _Mesh.NumIndices() );

	result = _Mesh.IndexBuffer->Unlock();
}


void InitializeDeclarationElements( Mesh_D3D9 &_Mesh )
{
	_Mesh._NumberDeclarationElements = 3;
	_Mesh.declaration = new D3DVERTEXELEMENT9[ _Mesh._NumberDeclarationElements ];

	_Mesh.declaration[0].Stream = 0;
	_Mesh.declaration[0].Offset = 0;
	_Mesh.declaration[0].Type = D3DDECLTYPE_FLOAT3;
	_Mesh.declaration[0].Method = D3DDECLMETHOD_DEFAULT;
	_Mesh.declaration[0].Usage = D3DDECLUSAGE_POSITION;
	_Mesh.declaration[0].UsageIndex = 0;

	_Mesh.declaration[1].Stream = 0;
	_Mesh.declaration[1].Offset = 12;
	_Mesh.declaration[1].Type = D3DDECLTYPE_FLOAT3;
	_Mesh.declaration[1].Method = D3DDECLMETHOD_DEFAULT;
	_Mesh.declaration[1].Usage = D3DDECLUSAGE_NORMAL;
	_Mesh.declaration[1].UsageIndex = 0;

	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Stream = 0xFF;
	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Offset = 0;
	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Type = D3DDECLTYPE_UNUSED;
	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Method = 0;
	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Usage = 0;
	_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].UsageIndex = 0;
}


Share this post


Link to post
Share on other sites
Advertisement
It looks like the model is being clipped by the near plane (bad), and also has backface culling off (normal)

It could be the opposite (far plane clipping, and the model is being frontface culled instead)

Share this post


Link to post
Share on other sites
Thanks. That turns out to be exactly it (clipping against the near plane). I just translated it along the z-axis and it looks fine.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!