• ### What is your GameDev Story?

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Ok, I've been searching everywhere for just something on this. Anything I do find (like on this site) the posted code just no longer appears.

but my problem, I seem to be able to load a mesh from a file and set it to a mesh function
 MYMESH loadMesh(LPCTSTR namet) { MYMESH temp; temp.name=namet; LPD3DXBUFFER bufShipMaterial; D3DXLoadMeshFromX(temp.name, D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &bufShipMaterial, NULL, &temp.NumMaterials, &temp.Mesh); D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufShipMaterial->GetBufferPointer(); temp.mmaterial = D3DMATERIAL9[temp.NumMaterials]; temp.ttexture = LPDIRECT3DTEXTURE9[temp.NumMaterials]; (DWORD i = 0; i < temp.NumMaterials; i++) { temp.mmaterial = tempMaterials.MatD3D; temp.mmaterial.Ambient = temp.mmaterial.Diffuse; if(FAILED(D3DXCreateTextureFromFileA(g_pd3dDevice, tempMaterials.pTextureFilename, &temp.ttexture))) temp.ttexture = NULL; return temp; } } 

and setting it to MYMESH meshy = loadMesh(L"bananas.x"); along those lines,
that seems to work
but my problem is when I try to draw it.
for some reason it doesn't like when I use meshy.Mesh or meshy.NumMaterials it just doesn't like it. When I load up the program it instantly crashes visual studio and the program.
I know something i'm doing is not passing an address correctly and I haven't figured out how or why.
Any help would be great and even just links to other threads would help me alot. So far in my attempts I haven't found squat and I figured there would be alot on this. I am new to C++. I used java alot and decided to switch since directx is much better than java3d
I know this is a silly question that a beginner would ask but i'm just stumped.
Once again any help would be awesome

Thanks all

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Just a suggestion, I know pointers can be tricky sometimes, but try returning a pointer to the temp mesh in the function

return &temp;

then when calling the function, you could try

[color="#1C2837"]what would work even better though, is this

[color="#1C2837"]MYMESH meshy;

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if I were to do MYMESH meshy
wouldn't I need to make it &meshy? so that way it passes the address to be able to access and change MYMESH variables?

also your code shows up like [color=#666600][color=#666600][color=#666600] and stuff.
p.s. thanks for the reply. I also did try return &temp; it didn't work. everytime I do something its always like MYMESH * cannont covert to MYMESH. So frustrating.

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I know what you mean about all that extra stuff. You must have posted that while i was editing my post... Stupid code tag never seems to work for me so i just removed it.

and yeah, i think your right about the &meshy, my bad. I was looking at the D3DX10Mesh interface as a parameter when i wrote that.

but anyway, try the &meshy and see if it works

BTW, how did i get a -1 for my last post? Not that I care too much, i guess my code was hard to read because of the code tag problem, but I only see an option to give people a thumbs up, haha, not a thumbs down Edited by iedoc

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oooh sorry, ok, everything you have looks fine actually, you said your problem is when using meshy.mesh and meshy.numMaterials right? Thats because those are pointers, so when you use them i believe you should be using them like this maybe?

&meshy.mesh
&meshy.numMaterials

maybe i'm wrong about that, but if you haven't tried it, try it

other than that it looks like your code is how it should be

BTW, how did i get a -1 for my last post?

because you just suggested to return the address to a local stack variable... that's an instant crash. Go back to chapter 2 of whatever book you are using.#

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I know what you mean about all that extra stuff. You must have posted that while i was editing my post... Stupid code tag never seems to work for me so i just removed it.

and yeah, i think your right about the &meshy, my bad. I was looking at the D3DX10Mesh interface as a parameter when i wrote that.

but anyway, try the &meshy and see if it works

BTW, how did i get a -1 for my last post? Not that I care too much, i guess my code was hard to read because of the code tag problem, but I only see an option to give people a thumbs up, haha, not a thumbs down

I did not give it to you, but your post was not so helpful. If he had followed your advice he would have returned a pointer to an object that becomes invalid as soon as the pointer to it is returned.

temp.mmaterial = D3DMATERIAL9[temp.NumMaterials]; temp.ttexture = LPDIRECT3DTEXTURE9[temp.NumMaterials];
I assume you meant:

temp.mmaterial = new D3DMATERIAL9[temp.NumMaterials]; temp.ttexture = new LPDIRECT3DTEXTURE9[temp.NumMaterials];

Also, you returned temp inside the for loop in the code you posted. I assume you made a mistake when posting it here.
You posted:

 /*for?*/ (DWORD i = 0; i < temp.NumMaterials; i++) { temp.mmaterial = tempMaterials.MatD3D; temp.mmaterial.Ambient = temp.mmaterial.Diffuse; if(FAILED(D3DXCreateTextureFromFileA(g_pd3dDevice, tempMaterials.pTextureFilename, &temp.ttexture))) { temp.ttexture = NULL; } // You returned inside the for loop? return temp; } }

when you should have posted:

 for (DWORD i = 0; i < temp.NumMaterials; i++) { temp.mmaterial = tempMaterials.MatD3D; temp.mmaterial.Ambient = temp.mmaterial.Diffuse; if(FAILED(D3DXCreateTextureFromFileA(g_pd3dDevice, tempMaterials.pTextureFilename, &temp.ttexture))) { temp.ttexture = NULL; } } return temp; }

Does your MYMESH have a destructor? A custom copy operator?
In order to eliminate the possibilities of these kinds of hiccups, reformat your function to accept a reference and then fill that variable directly inside the function.

MYMESH meshy; if ( !loadMesh( _T( "L. Spiro Rulez.x" ), meshy ) ) { return false; } // By the way, don’t forget _T() here. // Else meshy is now ready to be used.

bool loadMesh( LPCTSTR namet, MYMESH &temp) { // Remove the declaration of temp from this function in the old code so that you are now working on the reference. // Return true or false for errors instead of invalid structures. Or error codes that can tell exactly why it fails. }

L. Spiro

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haha, wow, your right, i'm sorry about that, I should have known better...

but yeah, that's what i was trying to suggest above, is to send a MYMESH object to the function, so that the function can fill it out directly.

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Holy hell. I must have been tired. Yeah my problem was that I returned in the for loop so obvious it didn't get all the stuff needed and since I got one run. Everytime I checked for null it would have something but not all of it. Silly mistake by me. Well atleast I knew I had the right idea by creating a return class to avoid passing memory =) just I failed at the most basic thing.

Anyhow, Thanks iedoc and yogurt emperor =) you guys were really helpful with my sillyness =)

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