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Tones2

Cubic Environ Mapping - Auto Texture Magic?

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I''m trying to do a simple program using Cubic Environmental Mapping on a sphere and everything works well. However, one strange thing I notice is that if I do NOTHING but create the NORMAL CubicTexture as follows: m_pDevice->CreateCubeTexture(256,1,D3DUSAGE_RENDERTARGET, D3DFMT_R8G8B8, D3DPOOL_DEFAULT, &m_pCubeMap); and then DIRECTLY use this texture WITHOUT UPDATING OF ANY KIND to plug onto the Sphere as normal: m_pDevice->SetTexure->(0,&pCubeMap); I get a texture on the sphere representing ALL of my the INITIAL MESH objects in my world, with perfect cubic mapping. THIS IS CRAZY!! I don''t understand how this can happen when I NEVER touched the m_pCubeMap pointer from it''s initiation until I used it as a texture in the SetTexture() function. Furthermore, the cubic texture on the sphere is static (doesn''t reflect moving objects) and ONLY includes non-skin MESHES created with the D3DX utilities, not any triangles loaded directly, such as my parsed MD2 files. This even happens if I initiate it BEFORE loading any meshes. What gives with this? Does the CreateCubicTexture() function automatically take a static picture of all meshes at creation time at position 0,0,0 and fill in the texture? Is this happening to others? Tony

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Upon further investigation, this looks like something to do with clearing the stencil buffer I set up, but I can''t seem to figure it out. When I first run the program when logging on, the textue doesn''t appear. If I render to the cubemap texture and turn it back off, it still appears in the last frame of reference that I had my camera pointed towards. I''m clearing the Z and stencil buffers every frame, so I''m not sure what''s wrong.

******I set up my Cube Map, as follows....*****

m_pd3dDevice->CreateCubeTexture( 128, 1, D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ;

And stencil surface......

m_pd3dDevice->CreateDepthStencilSurface(CUBBEMAP_RESOLUTION, CUBEMAP_RESOLUTION, D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_pCubeFaceZBuffer) ;


*******Then set up the cubemap......******

LPDIRECT3DSURFACE8 pBackBuffer, pZBuffer;
m_pd3dDevice->GetRenderTarget( &pBackBuffer );
m_pd3dDevice->GetDepthStencilSurface( &pZBuffer );


for( DWORD i=0; i<6; i++ )
{
D3DXMATRIX matView;
matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES)i );
D3DXMatrixMultiply( &matView, &matViewDir, &matView );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

LPDIRECT3DSURFACE8 pCubeMapFace;
m_pCubeMap->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &m_pCubeMapFace );
m_pd3dDevice->SetRenderTarget( pCubeMapFace, m_pCubeFaceZBuffer);
pCubeMapFace->Release();

m_pd3dDevice->BeginScene();
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0xffffffff, 1.0f, 0L );

RenderObjectsAll();
m_pd3dDevice->EndScene();


}

m_pd3dDevice->SetRenderTarget( pBackBuffer, pZBuffer );
pBackBuffer->Release();
pZBuffer->Release();


*****Then when I REALLY render to the screen, I clear the buffers again....******

m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0xffffffff, 1.0f, 0L );


Can anyone see what I''m doing wrong?

Tony


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