No normals generated with fbx file?

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1 comment, last by phil_t 10 years, 5 months ago

(I hope this is in the right section)

Ok so I'm using 3ds max. Up until now I've been using the Panda exporter for .X files. I've just switched to the built in fbx exporter as it allows for 2 sets of uv coords. However, when I use the same shader code for the same models that have been exported as fbx, anything using normals fails to work. There are no errors or anything, they just don't seem to have been generated.

So if for example in the pixel shader I end with: return float4(input.Normal.xyz,1);
The entire model is black. Thoughts? Ideas?

Thanks

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Just my luck. Trying to solve it for hours and then figured it out about 10 mins after posting.

Turns out it was because of the order I used with the vertex declaration in the shader. I don't know if someone wants to delete this thread or just leave in case someone else has the same issue?

The order of entries in the vertex declaration in the shader shouldn't matter - the mapping is determined by the semantics (POSITION, NORMAL0, etc...).

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