• Content count

  • Joined

  • Last visited

Community Reputation

124 Neutral

About Krauser

  • Rank
  1. Hi! I am getting 2d rendering with scale, rotation and traslation of texture (I made this by filling the vertex/index buffer to get a rectangle where my texture is rendered). Now, I'm going to check when the mouse is on texture by coordinates.  For example:  if(curPos.x > positionX && curPos.y > positionY && curPos.x < positionX + imgWidth && curPos.y < positionY + imgHeight) { return true; } Obviously,when I rotate my textures, it isn't correct. How can I do? Sorry for English.
  2. I added the flag "aiProcess_PreTransformVertices" in my read function .
  3. Great now it work! Problem solved. Thanks .
  4. Rendering code: void ModelClass::Render(ID3D11DeviceContext* deviceContext) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); return; } void ShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount) { // Set the vertex input layout. deviceContext->IASetInputLayout(m_layout); // Set the vertex and pixel shaders that will be used to render this triangle. deviceContext->VSSetShader(m_vertexShader, NULL, 0); deviceContext->PSSetShader(m_pixelShader, NULL, 0); // Set the sampler state in the pixel shader. deviceContext->PSSetSamplers(0, 1, &m_sampleState); // Render the triangle. deviceContext->DrawIndexed(indexCount, 0, 0); return; }
  5. Ok Thanks for advise, It doesn't work removing: aiProcess_SplitLargeMeshes aiProcess_SortByPType m_LocalImporter.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE);   But I am sure that work with separate drawcall, I'm trying tomorrow. If I find an alternative solution I share here.
  6. Thanks :D, Direct link:
  7. Yes, both of these meshes with the Assimp Viewer are displayed correctly. I don't understand because my engine doesn't load all the meshes
  8. Thanks for reply. No they aren't, the number of mesh change because the model has been converted. This is my problem, my application don't display all meshes of model.
  9. I'm trying to load a mesh in my application using assimp. But this work well only with the format .stl, but with other format only a part of mesh is displayed. This is my code:   bool ModelClass::LoadModel(char* filename) { Assimp::Importer m_LocalImporter; // Important! Makes sure that if the angle between two face normals is > 80 they are not smoothed together. // Since the angle between a cubes face normals is 90 the lighting looks very bad if we don't specify this. m_LocalImporter.SetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.0f); m_LocalImporter.SetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS, 1); m_LocalImporter.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE); const aiScene* scene = NULL; UINT NumMeshes; UINT NumFaces; scene = m_LocalImporter.ReadFile(filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_SplitLargeMeshes | aiProcess_ConvertToLeftHanded | aiProcess_SortByPType); if(scene) { NumMeshes = scene->mNumMeshes; for(DWORD nMesh=0; nMesh < NumMeshes; nMesh++) { aiMesh* mesh = scene->mMeshes[nMesh]; for(DWORD nVertex = 0; nVertex < mesh->mNumVertices; nVertex++) { VertexType vertex; vertex.position.x = mesh->mVertices[nVertex].x; vertex.position.y = mesh->mVertices[nVertex].y; vertex.position.z = mesh->mVertices[nVertex].z; vertex.normal.x = mesh->mNormals[nVertex].x; vertex.normal.y = mesh->mNormals[nVertex].y; vertex.normal.z = mesh->mNormals[nVertex].z; if(mesh->HasTextureCoords(0)) { vertex.texture.x = mesh->mTextureCoords[0][nVertex].x; vertex.texture.y = mesh->mTextureCoords[0][nVertex].y; } vVertices.push_back(vertex); } for(DWORD nFaces = 0; nFaces < mesh->mNumFaces; nFaces++) for(int nIndex = 0; nIndex < mesh->mFaces[nFaces].mNumIndices; nIndex++) vIndices.push_back(mesh->mFaces[nFaces].mIndices[nIndex]); } } else { return false; } return true; } Screen: OBJ format:   STL format:   My obj file: