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Tiege

Material and Texture not rendering?

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Can anyone see something in this code that I can't as to why my materials and textures wont load on my animated models? I'm sure the pathing is correct because I can get it to work for a static model but when I load mesh from hierarchy the model loads, renders, and animates but it's just black (no material or texture).

Any thoughts? I am using code from tutorials I've read

[code]

HRESULT CMeshHierarchy::CreateMeshContainer(
LPCSTR Name,
CONST D3DXMESHDATA *meshData,
CONST D3DXMATERIAL *materials,
CONST D3DXEFFECTINSTANCE *effectInstances,
DWORD numMaterials,
CONST DWORD *adjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER* retNewMeshContainer)
{
// Create a mesh container structure to fill and initilaise to zero values
// Note: I use my extended version of the structure (D3DXMESHCONTAINER_EXTENDED) defined in MeshStructures.h
D3DXMESHCONTAINER_EXTENDED *newMeshContainer=new D3DXMESHCONTAINER_EXTENDED;
ZeroMemory(newMeshContainer, sizeof(D3DXMESHCONTAINER_EXTENDED));

// Always a good idea to initialise return pointer before proceeding
*retNewMeshContainer = 0;

// The mesh name (may be 0) needs copying over
if (Name != NULL)
{
newMeshContainer->Name = new char[strlen(Name) + 1];
strcpy(newMeshContainer->Name, Name);
}

// The mesh type (D3DXMESHTYPE_MESH, D3DXMESHTYPE_PMESH or D3DXMESHTYPE_PATCHMESH)
if (meshData->Type!=D3DXMESHTYPE_MESH)
{
// This demo does not handle mesh types other than the standard
// Other types are D3DXMESHTYPE_PMESH (progressive mesh) and D3DXMESHTYPE_PATCHMESH (patch mesh)
DestroyMeshContainer(newMeshContainer);
return E_FAIL;
}

newMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;

// Adjacency data - holds information about triangle adjacency, required by the ID3DMESH object
DWORD dwFaces = meshData->pMesh->GetNumFaces();
newMeshContainer->pAdjacency = new DWORD[dwFaces*3];
if (adjacency)
{
memcpy(newMeshContainer->pAdjacency, adjacency, sizeof(DWORD) * dwFaces*3);
}
else
{
// Added 24/08/10: previously did not detect null adjacency
if(FAILED( newMeshContainer->MeshData.pMesh->GenerateAdjacency( 1e-6f, (DWORD*)(void*)newMeshContainer->pAdjacency ) ) )
FillMemory((void*)newMeshContainer->pAdjacency, dwFaces*3, 0xFF );
}

// Get the Direct3D device, luckily this is held in the mesh itself (Note: must release it when done with it)
LPDIRECT3DDEVICE9 pd3dDevice = 0;
meshData->pMesh->GetDevice(&pd3dDevice);

// Changed 24/09/07 - can just assign pointer and add a ref rather than need to clone
newMeshContainer->MeshData.pMesh=meshData->pMesh;
newMeshContainer->MeshData.pMesh->AddRef();

// Create material and texture arrays. Note that I always want to have at least one
newMeshContainer->NumMaterials = max(numMaterials,1);
newMeshContainer->exMaterials = new D3DMATERIAL9[newMeshContainer->NumMaterials];
newMeshContainer->exTextures = new LPDIRECT3DTEXTURE9[newMeshContainer->NumMaterials];

ZeroMemory(newMeshContainer->exTextures, sizeof(LPDIRECT3DTEXTURE9) * newMeshContainer->NumMaterials);

if (numMaterials>0)
{
// Load all the textures and copy the materials over
for(DWORD i = 0; i < numMaterials; ++i)
{
newMeshContainer->exTextures[i] = 0;
newMeshContainer->exMaterials[i]=materials[i].MatD3D;

if(materials[i].pTextureFilename)
{

D3DXCreateTextureFromFile(pd3dDevice, materials[i].pTextureFilename,
&newMeshContainer->exTextures[i]);



}
}
}
else
// make a default material in the case where the mesh did not provide one
{
ZeroMemory(&newMeshContainer->exMaterials[0], sizeof( D3DMATERIAL9 ) );
newMeshContainer->exMaterials[0].Diffuse.r = 0.5f;
newMeshContainer->exMaterials[0].Diffuse.g = 0.5f;
newMeshContainer->exMaterials[0].Diffuse.b = 0.5f;
newMeshContainer->exMaterials[0].Specular = newMeshContainer->exMaterials[0].Diffuse;
newMeshContainer->exTextures[0]=0;
}

// If there is skin data associated with the mesh copy it over
if (pSkinInfo)
{
// save off the SkinInfo
newMeshContainer->pSkinInfo = pSkinInfo;
pSkinInfo->AddRef();

// Need an array of offset matrices to move the vertices from the figure space to the bone's space
UINT numBones = pSkinInfo->GetNumBones();
newMeshContainer->exBoneOffsets = new D3DXMATRIX[numBones];

// Create the arrays for the bones and the frame matrices
newMeshContainer->exFrameCombinedMatrixPointer = new D3DXMATRIX*[numBones];

// get each of the bone offset matrices so that we don't need to get them later
for (UINT i = 0; i < numBones; i++)
newMeshContainer->exBoneOffsets[i] = *(newMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i));


// Note: in the Microsoft samples a GenerateSkinnedMesh function is called here in order to prepare
// the skinned mesh data for optimial hardware acceleration. As mentioned in the notes this sample
// does not do hardware skinning but instead uses software skinning.
}
else
{
// No skin info so 0 all the pointers
newMeshContainer->pSkinInfo = 0;
newMeshContainer->exBoneOffsets = 0;
newMeshContainer->exSkinMesh = 0;
newMeshContainer->exFrameCombinedMatrixPointer = 0;
}

// When we got the device we caused an internal reference count to be incremented
// So we now need to release it
pd3dDevice->Release();

// The mesh may contain a reference to an effect file
if (effectInstances)
{
if (effectInstances->pEffectFilename)
MessageBox(NULL, "Effect Instance", "Model Load Error", MB_OK);
}

// Set the output mesh container pointer to our newly created one
*retNewMeshContainer = newMeshContainer;

return S_OK;
}
[/code]

[code]

void Model::DrawMeshContainer(LPD3DXMESHCONTAINER meshContainerBase, LPD3DXFRAME frameBase)
{
// Cast to our extended frame type
D3DXFRAME_EXTENDED *frame = (D3DXFRAME_EXTENDED*)frameBase;

// Cast to our extended mesh container
D3DXMESHCONTAINER_EXTENDED *meshContainer = (D3DXMESHCONTAINER_EXTENDED*)meshContainerBase;

// Loop through all the materials in the mesh rendering each subset
for (unsigned int iMaterial = 0; iMaterial < meshContainer->NumMaterials; iMaterial++)
{
// use the material in our extended data rather than the one in meshContainer->pMaterials[iMaterial].MatD3D
pd3dDevice->SetMaterial( &meshContainer->exMaterials[iMaterial] );
pd3dDevice->SetTexture( 0, meshContainer->exTextures[iMaterial] );


// Select the mesh to draw, if there is skin then use the skinned mesh else the normal one

LPD3DXMESH pDrawMesh = (meshContainer->pSkinInfo) ? meshContainer->exSkinMesh: meshContainer->MeshData.pMesh;
// Finally Call the mesh draw function
pDrawMesh->DrawSubset(iMaterial);
}
}
[/code]

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