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Anddos

texture automatically wraps the whole mesh?

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Can anyone tell me why in Dx viewer the texture is right but in rendering it wraps the whole mesh and not just 1 polygon?

http://img837.imageshack.us/img837/149/texpq.jpg

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no in 3dsmax its just got 1 polygon side filled with it
not the whole box as you can see in the dx viewer..

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Quote:
Original post by Anddos
no in 3dsmax its just got 1 polygon side filled with it
not the whole box as you can see in the dx viewer..
I can see that. The question is whether your *own* renderer is correctly applying it to just one face?

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The texture get applied exactly how you specified and not by some .x file magic. A file is just a container, there is not logic to dictate any action. Like swiftcoder said...does your renderer apply the texture correctly?

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It looks like you're not applying the materials to the specified sub-meshes found in the .x file. It's probably just applying the first material's texture for all sub-meshes rather than deciding which sub-meshes use which materials.
This might happen if you're combining all sub-meshes into a single mesh.

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AFAIK the .x format can't support multiple vertex formats. So if you assign UV to one face of something the rest will probably get some default UVs. If you assign the texture and draw the model it will texture over the whole thing.
.

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i want it exactly like dx viewer displays, so each textured is applied to the polygon that i set in 3dsmax

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If your box uses two textures, your renderer must:

1) Bind the first texture;
2) Draw the sub-mesh that uses the first texture;
3) Bind the second texture;
4) Draw the sub-mesh that uses the second texture.

That's what the DX viewer does.

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