Hi Guys
Ive been working with the toon shader sample from the microsoft xbox live website(link below) and wanted to apply the
effect to the skinning sample also from the website and wanted to know if there was a way to extract texture info
from a model without using the basiceffect
Thankyou
toon shader link
http://xbox.create.msdn.com/en-US/education/catalog/sample/nonrealistic_rendering
animated model link
http://xbox.create.msdn.com/en-US/education/catalog/sample/skinned_model
portion of code wanting to modify from this:
foreach (BasicEffect oldEffect in mesh.Effects)
To this and still be able to access the texture of the animated model
foreach (Effect oldEffect in mesh.Effects)
complete code
static void ChangeEffectUsedByModel(Model model, Effect replacementEffect)
{
// Table mapping the original effects to our replacement versions.
Dictionary<Effect, Effect> effectMapping = new Dictionary<Effect, Effect>();
foreach (ModelMesh mesh in model.Meshes)
{
// Scan over all the effects currently on the mesh.
foreach (BasicEffect oldEffect in mesh.Effects)
{
// If we haven't already seen this effect...
if (!effectMapping.ContainsKey(oldEffect))
{
// Make a clone of our replacement effect. We can't just use
// it directly, because the same effect might need to be
// applied several times to different parts of the model using
// a different texture each time, so we need a fresh copy each
// time we want to set a different texture into it.
Effect newEffect = replacementEffect.Clone(
replacementEffect.GraphicsDevice);
// Copy across the texture from the original effect.
newEffect.Parameters["Texture"].SetValue(oldEffect.Texture);
newEffect.Parameters["TextureEnabled"].SetValue(
oldEffect.TextureEnabled);
effectMapping.Add(oldEffect, newEffect);
}
}
// Now that we've found all the effects in use on this mesh,
// update it to use our new replacement versions.
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
meshPart.Effect = effectMapping[meshPart.Effect];
}
}
}