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Tiege

Loading/Mapping Textures Help

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Tiege    102
So My program isn't doing so well when it comes to display textures on my models. I practically copied the tutorials I've read (for studying purposes) and can't find anything wrong. It loads the material and model and renders it just fine but it never loads the texture. I even recreated an exact copy of a code sample for texture mapping from [url="http://www.directxtutorial.com/tutorial9/b-direct3dbasics/dx9B8.aspx#still"]http://www.directxtutorial.com/tutorial9/b-direct3dbasics/dx9B8.aspx#still[/url] and the square was still blank white. Is there something I'm missing???

Here's a copy of my code

[code]

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution and keyboard macros
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480

// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer

// texture declarations
LPDIRECT3DTEXTURE9 texture_1; // our first texture

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR; FLOAT U, V;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
WS_EX_TOPMOST | WS_POPUP, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D
initD3D(hWnd);

// enter the main loop:

MSG msg;

while(TRUE)
{
DWORD starting_point = GetTickCount();

if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;

TranslateMessage(&msg);
DispatchMessage(&msg);
}

render_frame();

while ((GetTickCount() - starting_point) < 25);
}

// clean up DirectX and COM
cleanD3D();

return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}

return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);

init_graphics(); // call the function to initialize the square

d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer

return;
}


// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene();

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// set the view transform
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView

// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection

// set the world transform
static float index = 0.0f; index+=0.03f; // an ever-increasing float value
D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle
D3DXMatrixRotationY(&matRotateY, index); // the rotation matrix
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); // set the world transform

// select the vertex buffer to display
d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

// set the texture
d3ddev->SetTexture(0, texture_1);

// draw the textured square
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

d3ddev->EndScene();

d3ddev->Present(NULL, NULL, NULL, NULL);

return;
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
t_buffer->Release(); // close and release the vertex buffer
texture_1->Release(); // close and release the texture
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D

return;
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// load the texture we will use
D3DXCreateTextureFromFile(d3ddev,
"goof.JPG",
&texture_1);

// create the vertices using the CUSTOMVERTEX
struct CUSTOMVERTEX t_vert[] =
{
{5, 0, -5, 0xffffffff, 1, 0,},
{-5, 0, -5, 0xffffffff, 0, 0,},
{5, 0, 5, 0xffffffff, 1, 1,},
{-5, 0, 5, 0xffffffff, 0, 1,},
};

// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL);

VOID* pVoid; // a void pointer

// lock t_buffer and load the vertices into it
t_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, t_vert, sizeof(t_vert));
t_buffer->Unlock();

return;
}
[/code]

Thank you for your help!

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WhiteWizardEtc    100
[font="Arial"] You my friend, need some error checking. Alot of directx functions return the result of the function in the form of HRESULT. My guess is that the texture you are trying to read in
[/font][font="Arial"] "goof.JPG" is in the wrong folder, but unless you do some error checking on the D3DXCreateTextureFromFile function you would never know it wasnt even loading. If the create texture function fails it uses a white texture.

[/font][font="Arial"]Do something like

[source]
HRESULT hr;

hr = D3DXCreateTextureFromFile(d3ddev,
"goof.JPG",
&texture_1);

if(FAILED(hr))
{
// find out what the failure was
//will be one of the following D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.
}

[/source]


[/font]

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