Hi everyone,
I have recently decided to mess with a mesh in Blender, and I didn't change much - I just removed about 50 vertices and replaced them with about 50 more (basically, just added a few cylinders in place of some old cylinder-like objects) and now I get the following problems when I try to compute the tangent frame for normal mapping:
D3DX: D3DXComputeTangentFrame: Warning: vertex 13296 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13297 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13298 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13317 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13318 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13319 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13345 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13346 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13347 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13366 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13367 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Warning: vertex 13368 has zero normal, results not guaranteed!
D3DX: D3DXComputeTangentFrame: Unable to create consistent tangent frames in this mesh without splitting vertices.
The vertex warnings actually appeared before, so that's nothing new (I have recalculated the normals in Blender many times, but it still gives me these 'no normal' warnings) but the last line is what is causing D3DXComputeTangentFrame to fail, and hence, my program doesn't run. Any ideas what could be causing the problem? I have no idea what it means!
Thanks!