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Unity SharpDX how to set texture on polygon correctly ?

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I am trying to display texture on mesh correctly but texture looks like crushed. I added references. I have texture on polygon I think there is UV problem.

 

Program.cs

// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Diagnostics;
using System.Windows.Forms;


using SharpDX;
using SharpDX.D3DCompiler;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Windows;
using Buffer = SharpDX.Direct3D11.Buffer;
using Device = SharpDX.Direct3D11.Device;
using SharpDX.RawInput;
using SharpDX.Multimedia;
using CubeApp.EngineTools;


using AlphaMode = SharpDX.Direct2D1.AlphaMode;
using Factory = SharpDX.DXGI.Factory;
using System.Threading;
using System.Collections.Generic;
using CubeApp.Configration;
using CubeApp.Windows;


namespace CubeApp
{
    /// <summary>
    /// SharpDX MiniCube Direct3D 11 Sample
    /// </summary>
    internal static class Program
    {
        [STAThread]
        private static void Main()
        {
            new Thread(new ThreadStart(() =>
            {
                DisposeCollector DC=new DisposeCollector();
                var form = new RenderForm(Globals.Window_Title) { Width = Globals.Window_Size.Width, Height = Globals.Window_Size.Height, AllowUserResizing = false, MinimizeBox = false };
                InputHandler IHandler = new InputHandler(form);
                SampleDescription SamplerDesc = new SampleDescription(8, 0);
                // SwapChain description
                var desc = new SwapChainDescription()
                {
                    BufferCount = 2,
                    ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                    IsWindowed = true,
                    OutputHandle = form.Handle,
                    SampleDescription = SamplerDesc,
                    SwapEffect = SwapEffect.Discard,
                    Usage = Usage.RenderTargetOutput
                };


                var samplerStateDescription = new SamplerStateDescription
                {
                    AddressU = TextureAddressMode.Wrap,
                    AddressV = TextureAddressMode.Wrap,
                    AddressW = TextureAddressMode.Wrap,
                    Filter = Filter.MinMagMipLinear
                };
                var rasterizerStateDescription = RasterizerStateDescription.Default();
                rasterizerStateDescription.IsFrontCounterClockwise = true;


                // Used for debugging dispose object references
                Configuration.EnableObjectTracking = true;


                // Disable throws on shader compilation errors
                Configuration.ThrowOnShaderCompileError = false;


                SharpDX.DXGI.Factory factory = new SharpDX.DXGI.Factory1();
                SharpDX.DXGI.Adapter adapter = factory.GetAdapter(1);


                Adapter[] availableAdapters = factory.Adapters;
                foreach(Adapter _adapter in availableAdapters)
                {
                    Console.WriteLine(_adapter.Description.Description);
                }
                // Create Device and SwapChain
                Device device;
                SwapChain swapChain;
                Device.CreateWithSwapChain(adapter, DeviceCreationFlags.SingleThreaded, desc, out device, out swapChain);


                var context = device.ImmediateContext;


                //factory.MakeWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);


                // Compile Vertex and Pixel shaders
                var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.hlsl", "VS", "vs_5_0", ShaderFlags.Debug);
                var vertexShader = new VertexShader(device, vertexShaderByteCode);


                var pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniCube.hlsl", "PS", "ps_5_0", ShaderFlags.Debug);
                var pixelShader = new PixelShader(device, pixelShaderByteCode);


                var signature = ShaderSignature.GetInputSignature(vertexShaderByteCode);


                // Layout from VertexShader input signature
                var layout = new InputLayout(device, signature, new[]
                {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0),
                new InputElement("TEXCOORD", 0, Format.R32G32_Float, InputElement.AppendAligned, 0)


                });


                var samplerState = new SamplerState(device, samplerStateDescription);


                Mesh mesh1 = new Mesh("mesh1", new[] { new Vector4(0, 0, 0, 1) }, "", device, "1_Purple.jpg") { IsSelected=true };
                Mesh mesh2 = new Mesh("mesh2", new[] { new Vector4(0, 0, 0, 1) }, "", device, "1_Purple.jpg");
                //MenuCreator menu1 = new MenuCreator(device,new[] {new Vector4(0, 0, 0, 0) });
                // Create Constant Buffer
                var contantBuffer = new Buffer(device, Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);


                ShaderResourceView textureView;
                SharpDX.WIC.ImagingFactory2 ImagingFactory2 = new SharpDX.WIC.ImagingFactory2();


                // Prepare All the stages
                context.InputAssembler.InputLayout = layout;




                context.VertexShader.SetConstantBuffer(0, contantBuffer);
                context.VertexShader.Set(vertexShader);
                context.PixelShader.Set(pixelShader);
                context.PixelShader.SetSampler(0, samplerState);
                //context.PixelShader.SetShaderResource(0, textureView);


                Matrix proj = Matrix.Identity;


                // Use clock
                var clock = new Stopwatch();
                FPS fps = new FPS();
                clock.Start();


                // Declare texture for rendering
                bool userResized = true;
                Texture2D backBuffer = null;
                RenderTargetView renderView = null;
                Texture2D depthBuffer = null;
                DepthStencilView depthView = null;


                // Setup handler on resize form
                form.UserResized += (sender, args) => userResized = true;


                // Setup full screen mode change F5 (Full) F4 (Window)
                form.KeyUp += (sender, args) =>
                {
                    if (args.KeyCode == Keys.F5)
                    swapChain.SetFullscreenState(true, null);
                    else if (args.KeyCode == Keys.F4)
                        swapChain.SetFullscreenState(false, null);
                    else if (args.KeyCode == Keys.Escape)
                        form.Close();
                };


                //CREATE DEPTH STENCIL DESCRIPTION
                DepthStencilStateDescription depthSSD = new DepthStencilStateDescription();
                depthSSD.IsDepthEnabled = false;
                depthSSD.DepthComparison = Comparison.LessEqual;
                depthSSD.DepthWriteMask = DepthWriteMask.Zero;
                DepthStencilState DSState = new DepthStencilState(device, depthSSD);


                Camera camera = new Camera();
                camera.eye = new Vector3(0, 0, -5);
                camera.target = new Vector3(0, 0, 0);
                Globals.Render = true;
                /*void DrawEmptyCircle(Vector3 startPoint, Vector2 radius, Color color)
                {
                    List<VertexPositionColor> circle = new List<VertexPositionColor>();
                    float X, Y;


                    var stepDegree = 0.3f;
                    for (float angle = 0; angle <= 360; angle += stepDegree)
                    {
                        X = startPoint.X + radius.X * (float)Math.Cos((angle));
                        Y = startPoint.Y + radius.Y * (float)Math.Sin((angle));
                        Vector3 point = new Vector3(X, Y, 0);
                        circle.Add(new VertexPositionColor(point, color));
                    }
                }*/
                CubeApp.Windows.SystemInformation.Print(CubeApp.Windows.SystemInformation.GetSystemInformation());
                HardwareInformation.GetHardwareInformation("Win32_DisplayConfiguration", "Description");


                // Main loop
                RenderLoop.Run(form, () =>
                {


                    
                        fps.Count();fps.setFormHeader(form);
                    // Prepare matrices
                    if (Globals.Render)
                    {
                        var view = camera.getView();


                    // If Form resized
                    if (userResized)
                    {
                        // Dispose all previous allocated resources
                        Utilities.Dispose(ref backBuffer);
                        Utilities.Dispose(ref renderView);
                        Utilities.Dispose(ref depthBuffer);
                        Utilities.Dispose(ref depthView);


                            foreach (Mesh _mesh in Meshes.MeshCollection)
                        {
                            if (_mesh.IsDisposed == false)
                            {
                                Utilities.Dispose(ref _mesh.VerticesBuffer);
                            }
                        }


                            // Resize the backbuffer
                            swapChain.ResizeBuffers(desc.BufferCount, form.ClientSize.Width, form.ClientSize.Height, Format.Unknown, SwapChainFlags.None);
                            // Get the backbuffer from the swapchain
                            backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
                            // Renderview on the backbuffer
                            renderView = new RenderTargetView(device, backBuffer);
                            // Create the depth buffer
                            depthBuffer = new Texture2D(device, new Texture2DDescription()
                            {
                                Format = Format.D32_Float_S8X24_UInt,
                                ArraySize = 1,
                                MipLevels = 1,
                                Width = form.ClientSize.Width,
                                Height = form.ClientSize.Height,
                                SampleDescription = SamplerDesc,
                                Usage = ResourceUsage.Default,
                                BindFlags = BindFlags.DepthStencil,
                                CpuAccessFlags = CpuAccessFlags.None,
                                OptionFlags = ResourceOptionFlags.None
                            });


                            // Create the depth buffer view
                            depthView = new DepthStencilView(device, depthBuffer);
                            // Setup targets and viewport for rendering
                            context.Rasterizer.SetViewport(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));
                            //context.OutputMerger.SetDepthStencilState(DSState);
                            context.OutputMerger.SetTargets(depthView, renderView);
                            // Setup new projection matrix with correct aspect ratio
                            proj = Matrix.PerspectiveFovLH((float)Math.PI / 4.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 0.1f, 100.0f);
                            // We are done resizing
                            userResized = false;
                        }
                        var time = clock.ElapsedMilliseconds / 1000.0f;
                        var viewProj = Matrix.Multiply(view, proj);


                // Clear views
                context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
                context.ClearRenderTargetView(renderView, Color.WhiteSmoke);


                // Update WorldViewProj Matrix
                var worldViewProj = Matrix.RotationX(45) * Matrix.RotationY(0 * 2) * Matrix.RotationZ(0 * .7f) * viewProj;
                worldViewProj.Transpose();
                context.UpdateSubresource(ref worldViewProj, contantBuffer);


                    //Update Camera Position
                    Vector3 _camEye = camera.eye;
                    Vector3 _camTarget = camera.target;


                    if (IHandler.KeyW)
                    {
                        _camEye.Z+= 0.050f; _camTarget.Z += 0.050f;
                    }
                    if (IHandler.KeyS)
                    {
                        _camEye.Z -= 0.050f; _camTarget.Z -= 0.050f;
                    }
                    if (IHandler.KeyA)
                    {
                            _camEye.X -= 0.050f; _camTarget.X -= 0.050f;


                    }
                    if (IHandler.KeyD)
                    {
                        _camTarget.X += 0.050f;
                        _camEye.X += 0.050f;


                    }
                    if (IHandler.KeyQ)
                    {


                    }
                    camera.eye = _camEye;
                    camera.target = _camTarget;
                    camera.updateView();


                    // Draw the cube
                    foreach (Mesh __mesh in Meshes.MeshCollection)
                    {
                        if ( __mesh.IsSelected )
                        {
                            for (int i = 0; i <= __mesh.VerticesCount - 1; i++)
                            {
                                if (IHandler.KeyRight) __mesh.Vertices[i].X += 0.050f;
                                if (IHandler.KeyLeft) __mesh.Vertices[i].X -= 0.050f;
                                if (IHandler.KeyUp) __mesh.Vertices[i].Y += 0.050f;
                                if (IHandler.KeyDown) __mesh.Vertices[i].Y -= 0.050f;
                            }
                    }
                            var texture = TextureLoader.CreateTexture2DFromBitmap(device, TextureLoader.LoadBitmap(ImagingFactory2, __mesh.Texture_DiffuseMap));
                            textureView = new ShaderResourceView(device, texture);


                            context.PixelShader.SetShaderResource(0, textureView);
                            texture.Dispose();
                            textureView.Dispose();
                            __mesh.VerticesBuffer = SharpDX.Direct3D11.Buffer.Create(device, BindFlags.VertexBuffer, __mesh.Vertices);
                        //EnvironmentDisplayModes.SetDisplayMode(device, __mesh, EnvironmentDisplayModes.DisplayMode.Standart);
                        __mesh.Render();
                }
                    /*context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);


                    var view2 = Matrix.LookAtLH(new Vector3(0, 0, -10), new Vector3(0, 0, 0), Vector3.UnitY);
                    var viewProj2 = Matrix.Multiply(view2, proj);
                    var worldViewProj2 = Matrix.RotationX(0) * Matrix.RotationY(0) * Matrix.RotationZ(0) * viewProj2;
                    worldViewProj2.Transpose();
                    context.UpdateSubresource(ref worldViewProj2, contantBuffer);
                    */
                    /*for (int i = 0; i <= menu1.VerticesCount - 1; i++)
                    {
                        if (IHandler.KeyRight) menu1.Vertices[i].X -= 0.010f;
                        if (IHandler.KeyLeft) menu1.Vertices[i].X += 0.010f;
                        if (IHandler.KeyUp) menu1.Vertices[i].Y -= 0.010f;
                        if (IHandler.KeyDown) menu1.Vertices[i].Y += 0.010f;
                    }


                    menu1.VerticesBuffer = SharpDX.Direct3D11.Buffer.Create(device, BindFlags.VertexBuffer, menu1.Vertices);
                    menu1.Render();
                    context.Draw(menu1.VerticesCount, 0);*/


                // Present!
                swapChain.Present(0, PresentFlags.None);
                    }
                });
                // Release all resources
                foreach (Mesh msh in Meshes.MeshCollection)
                {
                    msh.d3dDevice.Dispose();
                    msh.VerticesBuffer.Dispose();
                }
            DC.DisposeAndClear();
            signature.Dispose();
            vertexShaderByteCode.Dispose();
            vertexShader.Dispose();
            pixelShaderByteCode.Dispose();
            pixelShader.Dispose();
            layout.Dispose();
            contantBuffer.Dispose();
            depthBuffer.Dispose();
            depthView.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            ImagingFactory2.Dispose();
            //context.ClearState();
            //context.Flush();
                device.Dispose();
            context.Dispose();
            swapChain.Dispose();
            factory.Dispose();
            adapter.Dispose();
            DSState.Dispose();
            samplerState.Dispose();
            DC.Dispose();
            form.Dispose();
            })).Start();
            /*new Thread(new ThreadStart(() =>
            { ToolWindow tw = new ToolWindow(); })).Start();*/


    }
    }
}

Mesh.cs

using ChamberLib.Content;
using CubeApp.EngineTools;
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using FBX = FbxSharp;
using FBXCL = ChamberLib;


namespace CubeApp
{
    public class Mesh : IDisposable
    {
        public string File;
        public string Name;
        public Vector4[] Vertices { get; set; }
        public int VerticesCount=0;
        public Vector3 Position; //BASED ON PIVOT
        public Vector3 PivotPosition; //MOVE MESH BASED ON THIS POSITION
        public Vector3 Rotation;
        public double Weight;
        public SharpDX.Direct3D11.Device d3dDevice;
        public SharpDX.Direct3D11.Buffer VerticesBuffer;


        public bool IsDisposed=false;
        public bool IsSelected = false;
        public int Triangles;
        public string Texture_DiffuseMap;
        public Vector2 [] UV=new Vector2[]
        {
           new Vector2(0f,0f),
           new Vector2(1f,0f),
           new Vector2(1f,1f),
           new Vector2(0f,1f)
            };


        public Mesh(string _name, Vector4[] _vertices, string _file, SharpDX.Direct3D11.Device _device, string _Texture_DiffuseMap = "")
        {
            Vertices = new[]
            {
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f), // Front
                new Vector4(-1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f), // BACK
                new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4( 1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f), // Top
                new Vector4(-1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, 1.0f,  1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, 1.0f, -1.0f,  1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f), // Bottom
                new Vector4( 1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4( 1.0f,-1.0f, -1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4( 1.0f,-1.0f,  1.0f,  1.0f), new Vector4(1.0f, 1.0f, 0.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f), // Left
                new Vector4(-1.0f, -1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f, -1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f,  1.0f,  1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4(-1.0f,  1.0f, -1.0f, 1.0f), new Vector4(1.0f, 0.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f), // Right
                new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, -1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4( 1.0f, -1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4( 1.0f,  1.0f, -1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
                new Vector4( 1.0f,  1.0f,  1.0f, 1.0f), new Vector4(0.0f, 1.0f, 1.0f, 1.0f),
            };
            Texture_DiffuseMap = _Texture_DiffuseMap;
            _vertices = Vertices;
            d3dDevice = _device;
            VerticesCount = Vertices.Count();


            /* var _verticesBuffer = SharpDX.Direct3D11.Buffer.Create(_device, BindFlags.VertexBuffer, Vertices);
             VerticesBuffer = _verticesBuffer;*/


            Name = _name;
            File = _file;
            Meshes.Add(this);
        }


        // Other functions go here...


        public void Dispose()
        {
            Dispose(true);
            GC.SuppressFinalize(this);
            IsDisposed = true;


        }


        protected virtual void Dispose(bool disposing)
        {
            if (disposing)
            {
                Dispose();
            }
            // free native resources if there are any.
            VerticesBuffer.Dispose();
            IsDisposed = true;
        }


        public void Render()
        {


            d3dDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            d3dDevice.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(VerticesBuffer, Utilities.SizeOf<Vector4>() * 2, 0));

            d3dDevice.ImmediateContext.Draw(VerticesCount,0);
            
            VerticesBuffer.Dispose();
        }
    }
}

Is that about IndexBuffer. If that is how can I correclty set it ? I use Draw instead should I use DrawIndexed but if I do that I see nothing is rendered.

Edited by gomidas

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I'm no SharpDX guru, but I do see one immediate issue with this provided code. You loop through presumably all the subsets of your mesh, creating a textureview for each subset. You than proceed to assign this textureview object to the same shader slot for each iteration.

And though it may be a managed language you're in, but than you proceed to throw your handle to that heap memory off the stack as soon as you exit that for loop. Does your object have multiple subsets? Each with it's own unique texture? You seem to be loading the same one for each iteration. And it seems the only mesh in question here is a cube.

Normally what you would want to do is load your texture once. Than when it comes time to draw, assign it to a shaderslot. (Though that's not set in stone, I just find that to be easy to track).

Another thing would be to include the UVs, and indices you're using. Those UVs could be buried in one of those Vector4's but i'm not seeing it.

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I'm no SharpDX guru, but I do see one immediate issue with this provided code. You loop through presumably all the subsets of your mesh, creating a textureview for each subset. You than proceed to assign this textureview object to the same shader slot for each iteration.

And though it may be a managed language you're in, but than you proceed to throw your handle to that heap memory off the stack as soon as you exit that for loop. Does your object have multiple subsets? Each with it's own unique texture? You seem to be loading the same one for each iteration. And it seems the only mesh in question here is a cube.

Normally what you would want to do is load your texture once. Than when it comes time to draw, assign it to a shaderslot. (Though that's not set in stone, I just find that to be easy to track).

Another thing would be to include the UVs, and indices you're using. Those UVs could be buried in one of those Vector4's but i'm not seeing it.

There I added only part of the code it is not full normally I will add it. Most probably problem is UV but I do not know how to add UV. After adding how can I get it work ? There is something called IndexBuffer is that about UV ?


I'm no SharpDX guru, but I do see one immediate issue with this provided code. You loop through presumably all the subsets of your mesh, creating a textureview for each subset. You than proceed to assign this textureview object to the same shader slot for each iteration.

And though it may be a managed language you're in, but than you proceed to throw your handle to that heap memory off the stack as soon as you exit that for loop. Does your object have multiple subsets? Each with it's own unique texture? You seem to be loading the same one for each iteration. And it seems the only mesh in question here is a cube.

Normally what you would want to do is load your texture once. Than when it comes time to draw, assign it to a shaderslot. (Though that's not set in stone, I just find that to be easy to track).

Another thing would be to include the UVs, and indices you're using. Those UVs could be buried in one of those Vector4's but i'm not seeing it.

How can I use UVs and get it work ?

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Naw, index buffers hold indices that tell the IA stage how to piece together your vertice positions. For large meshes with potentially thousands of redundant vertices, the memory savings add up.

So looking over your UVs, you only have four. Normally you're gonna want a UV for each vertice position (Think about it from the VertexShader point of view, and I think you'll understand why).

So by judging on the front face of your cube, your front face UVs should read like this:

new Vector2(0f,1f),
new Vector2(0f,0f),
new Vector2(1f,0f),
new Vector2(0f,1f),
new Vector2(1f,0f),
new Vector2(1f,1f),

If this doesn't work for whatever reason, you get the idea, play around with the values until it does.

Now, these WILL work for the other faces, BUT they will "rotated" (Not the correct terminology) at a different angle. So I'll leave this reference image for you to figure out the other faces UV positions

http://imgur.com/a/EzctC

Marcus Hansen

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Naw, index buffers hold indices that tell the IA stage how to piece together your vertice positions. For large meshes with potentially thousands of redundant vertices, the memory savings add up.

So looking over your UVs, you only have four. Normally you're gonna want a UV for each vertice position (Think about it from the VertexShader point of view, and I think you'll understand why).

So by judging on the front face of your cube, your front face UVs should read like this:

new Vector2(0f,1f),
new Vector2(0f,0f),
new Vector2(1f,0f),
new Vector2(0f,1f),
new Vector2(1f,0f),
new Vector2(1f,1f),

If this doesn't work for whatever reason, you get the idea, play around with the values until it does.

Now, these WILL work for the other faces, BUT they will "rotated" (Not the correct terminology) at a different angle. So I'll leave this reference image for you to figure out the other faces UV positions

http://imgur.com/a/EzctC

Marcus Hansen

Thank you I fixed it. I checked my TEXCOORD call and I saw something like :

 new InputElement("TEXCOORD", 0, Format.R32G32_Float, InputElement.AppendAligned, 0)

I changed InputElement.AppendAligned to 16 and it was fixed for my cube. I did not get what does it mean InputElement.AppendAligned. However, problem is fixed.

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