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VitaliBR

D3DXCreateSphere and Texture

8 posts in this topic

I'm trying to do a few hours texturing my sphere, but it's happening a strange error. (sorry my poor english)
radius = 3.0f
slices = 32
stacks = 32

My code:
[CODE]void LoadSphere()
{
// create the sphere mesh
D3DXCreateSphere(devices.d3ddev, radius, slices, stacks, &pMesh, NULL);
// exist texture to load
if(!fileTexture.empty())
{
HRESULT hr = D3D_OK;

hr = D3DXCreateTextureFromFile(devices.d3ddev, fileTexture.c_str(), &sphereTexture);
if(FAILED(hr))
{
Log::Instance().AddEntry("Error ir loading texture " + fileTexture);
}
else
{
LPD3DXMESH cloneMesh = NULL;
if(FAILED(pMesh->CloneMeshFVF(NULL, SPHEREFVFtex, devices.d3ddev, &cloneMesh)))
{
//Reset Clone Mesh
cloneMesh = NULL;
Log::Instance().AddEntry("Error in CloneMeshFVF");
}
//Create Texture Cordinates
if(cloneMesh!=NULL)
{
//Release Previous Mesh
pMesh->Release();
//Create new Vertex Buffer
int numVertices = cloneMesh->GetNumVertices();
LPDIRECT3DVERTEXBUFFER9 pVB=NULL;
SDX_CUSTOMVERTEXtex* pVer = NULL;
cloneMesh->GetVertexBuffer(&pVB);
pVB->Lock(0,0,(VOID**)&pVer,0);

DWORD n;
for(n = 0; n < numVertices; n++)
{
float u,v;
Convert(pVer[n].X, pVer[n].Y, pVer[n].Z, radius, u, v);
pVer[n].Tu = u;
pVer[n].Tv = v;
}
pVB->Unlock();
//Set pMesh to New Mesh
pMesh = cloneMesh;
hasTexture = true;
}
else
{
hasTexture = false;
}
}
}
}
Convert(float x,float y,float z,float r,float& u,float& v)
{
float q;
float q2;
q = atan2(z,x);
u = q / (2.0f * 3.1415f);
q2 = asin(y/r);
v = (1.0f-q2/(3.1415f/2.0f))/2.0f;
if(u > 1.0)
u = 1.0;
}[/CODE]

Render:
[CODE]if(hasTexture)
{
devices.d3ddev->SetFVF(SPHEREFVFtex);
devices.d3ddev->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
devices.d3ddev->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
devices.d3ddev->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
// Set texture
devices.d3ddev->SetTexture(0, sphereTexture) ;
}
// draw the sphere
pMesh->DrawSubset(0);[/CODE]

Img:
[img]http://i49.tinypic.com/qys51d.jpg[/img]


The texture is attached

Thanks Edited by VitaliBR
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The image is not being applied 100% on the sphere, look where I put the red mark

[img]http://i47.tinypic.com/apg2nk.jpg[/img]
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I had the same problem some years ago, but with Jupiter rather than Earth. ;) If memory serves I ended up dumping D3DXCreateSphere and just made my own sphere code instead. I can try find it later on this evening and post it for you if you're interested.
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Rather than clog up the forum with this, I've pastebinned it: [url="http://pastebin.com/GZV8mbbC"]http://pastebin.com/GZV8mbbC[/url]

The vertex format I used was position (3 floats), normal (3 floats) and texcoords (2 floats) - which I've called 's' and 't' rather than 'u' and 'v', showing my OpenGL background (I'm actually fairly certain that I pulled the original from MESA's implementation of GLU quadrics).

Disclaimer: this is OLD code for me so don't be expecting it to have much in the way of modern coding styles, OK. ;) Edited by mhagain
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[quote name='mhagain' timestamp='1344453930' post='4967494']
Rather than clog up the forum with this, I've pastebinned it: [url="http://pastebin.com/GZV8mbbC"]http://pastebin.com/GZV8mbbC[/url]

The vertex format I used was position (3 floats), normal (3 floats) and texcoords (2 floats) - which I've called 's' and 't' rather than 'u' and 'v', showing my OpenGL background (I'm actually fairly certain that I pulled the original from MESA's implementation of GLU quadrics).

Disclaimer: this is OLD code for me so don't be expecting it to have much in the way of modern coding styles, OK. ;)
[/quote]


thank you! how its function VectorNormalize?

Why did you leave the FVF in CreateVertexBuffer to 0? Edited by VitaliBR
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VectorNormalize just normalizes a vector. ;)

You don't need to set FVF in CreateVertexBuffer unless you're using the old software T&L ProcessVertices call.
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