mesh and vertexbuffer

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0 comments, last by cozzie 11 years, 3 months ago

Just wondering if someone would be able to help me with a question that i have.

I am currently fiddling around with a mesh that i create at runtime.

It works when i don't use lighting, however every fourth position in the vertexbuffer is NaN. This doesn't seem to cause any issues in this case.

However, when i move to utilising lighting, i compute the normals and the vertexbuffer has seven positions for every vertex, the x,y,z of the position and the x,y,z, of the normal and then NaN in the seventh position.

However, when the mesh is rendered it is just garbage.

I am wondering if someone would be able to help with this, possibly explaining if i am doing something wrong?

Cheers


using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Direct3D9;
using SlimDX.Windows;
using System.Runtime.InteropServices;
using WindowsFormsControlLibrary1;

namespace WindowsFormsApplication1
{
    public partial class PoleCreation : Form
    {        
        public static RenderForm Window;        // Window used for rendering.
        public static Device D3DDevice;         // Direct3D device.
        public static VertexBuffer Vertices;    // Vertex buffer object used to hold vertices.
        public static short[] index;
        public static IndexBuffer indices;
        public float[] vertexnormals;
        public Mesh mesh, normals;
        private Single rotX = 0, rotY = 0, initX = 0, initY = 0, finX = 0, finY = 0;
        private Boolean booMovingMouse = false;
        private Single WheelScroll = 0;
        public Single ModelAngle, Diameter, PoleHeight, Outer, Inner, x, y, z, Taper;

        public PoleCreation()
        {
            InitializeComponent();           
        }

        public void InitializeD3D()
        {
            vertexnormals = new float[2772];
            // Create a new PresentParameters object and fill in the necessary fields.
            PresentParameters presentParams = new PresentParameters();
            // Below are the required bare mininum, needed to initialize the D3D device.
            presentParams.Windowed = true;  
            presentParams.BackBufferHeight = userControl11.ClientRectangle.Height;
            presentParams.BackBufferWidth = userControl11.ClientRectangle.Width;            
            // Create the device.
            D3DDevice = new Device(new Direct3D(), 0, DeviceType.Hardware, userControl11.Handle, CreateFlags.HardwareVertexProcessing, presentParams);
            //mesh = new Mesh(D3DDevice, 4, 4, MeshFlags.Managed, Vertex.Format);
            mesh = new Mesh(D3DDevice, 924, 396, MeshFlags.Managed, Vertex.Format);
                                             
        }

        //private static Vertex[] BuildVertexData()
        //{
        //    Vertex[] vertexData = new Vertex[4];
        //    vertexData[0].Position = new Vector3(-1.0f, -1.0f, 0.0f);
        //    vertexData[0].Color = Color.Red.ToArgb();
        //    vertexData[1].Position = new Vector3(1.0f, -1.0f, 0.0f);
        //    vertexData[1].Color = Color.Blue.ToArgb();
        //    vertexData[2].Position = new Vector3(0.0f, 1.0f, 0.0f);
        //    vertexData[2].Color = Color.Green.ToArgb();
        //    vertexData[3].Position = new Vector3(0.0f, -1.0f, 1.0f);
        //    vertexData[3].Color = Color.Yellow.ToArgb();
        //    return vertexData;
        //}

        private Vertex[] BuildVertexData()
        {
            Vertex[] vertexData = new Vertex[396];
            int i = 0, j = 0;
            float section = 0;
            for (section = PoleHeight; section >= -0.01; section -= PoleHeight / 10)
            {
                for (ModelAngle = 0; ModelAngle < 360; ModelAngle += 10)
                {
                    y = (float)Math.Round(section,1);
                    x = Outer * (1 + Taper * j * PoleHeight / 10) * (float)Math.Cos(ModelAngle * Math.PI / 180);
                    z = Outer * (1 + Taper * j * PoleHeight / 10) * (float)Math.Sin(ModelAngle * Math.PI / 180);
                    vertexData[i].Position = new Vector3(x, y, z);
                    vertexData[i].Color = Color.LightGray.ToArgb();
                    i++;
                }
                j++;
            }
            return vertexData;
        }

        public void SetupLighting()
        {
            Material material = new Material();
            Light light = new Light();           
            light.Type = LightType.Point;
            light.Range = 100.0f;
            light.Attenuation0 = 0f;
            light.Attenuation1 = 0f;
            light.Attenuation2 = 0f;
            light.Diffuse = Color.ForestGreen;
            light.Ambient = Color.GhostWhite;
            Vector3 LightPosition = new Vector3(0f,50f,-50f);
            Vector3 vecdirection = new Vector3(0f,0f,0f);
            vecdirection = vecdirection - LightPosition;
            light.Direction = vecdirection;    // set the light direction
            light.Position = LightPosition;
            D3DDevice.SetLight(0, light);
            D3DDevice.EnableLight(0, true);
            material.Diffuse = Color.FloralWhite;
            material.Ambient = Color.LightGray;
            D3DDevice.Material = material;
        }

        public void SetupMatrices()
        {            

            // Set up our view matrix. A view matrix can be defined given an eye point,
            // a point to lookat, and a direction for which way is up. Here, we set the
            // eye five units back along the z-axis and up three units, look at the
            // origin, and define "up" to be in the y-direction.
            Vector3 Eye = new Vector3(0.0f, PoleHeight / 2, PoleHeight * 2);
            Vector3 LookAt = new Vector3(0.0f, PoleHeight / 4, 0.0f);
            Vector3 Up = new Vector3(0.0f, 1.0f, 0.0f);
            Matrix view = Matrix.LookAtLH(Eye, LookAt, Up);
            D3DDevice.SetTransform(TransformState.View, view);

            // For the projection matrix, we set up a perspective transform (which
            // transforms geometry from 3D view space to 2D viewport space, with
            // a perspective divide making objects smaller in the distance). To build
            // a perpsective transform, we need the field of view (1/4 pi is common),
            // the aspect ratio, and the near and far clipping planes (which define at
            // what distances geometry should be no longer be rendered).
            float fov = (float)Math.PI / 4;
            float apsectRatio = (float)userControl11.ClientRectangle.Width / userControl11.ClientRectangle.Height;
            float nearPlane = 1.0f;
            float farPlane = PoleHeight * 4;
            Matrix projection = Matrix.PerspectiveFovLH(fov, apsectRatio, nearPlane, farPlane);
            D3DDevice.SetTransform(TransformState.Projection, projection);
        }

        private void Form1_Load(object sender, EventArgs e)
        {
            InitializeD3D();
            SetupLighting();
            //SetupMatrices();
        }  
 
        private void userControl11_Paint(object sender, PaintEventArgs e)
        {
            if (booMovingMouse == true)
            {
                rotX = (initX - MousePosition.X) + finX;
                rotY = (initY - MousePosition.Y) + finY;
            }

            this.BackColor = SystemColors.Control;
            D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            // Begin the scene.
            D3DDevice.BeginScene();           
            // Setup the world, view and projection matrices.            
            Matrix world = Matrix.RotationYawPitchRoll(rotX / 100, rotY / 100, 0);            
            D3DDevice.SetTransform(TransformState.World, world);
            // Render the vertex buffer.
            D3DDevice.SetStreamSource(0, mesh.VertexBuffer, 0, Vertex.SizeBytes);
            D3DDevice.VertexFormat = Vertex.NormalFormat;
            D3DDevice.Indices = mesh.IndexBuffer;
            D3DDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 396, 0, 924);
            // End the scene.
            D3DDevice.EndScene();
            // Present the backbuffer contents to the screen.
            D3DDevice.Present();           
            userControl11.Invalidate();
        }

        private void ModelCreation()
        {
            //Create the vertex buffer and fill with the triangle vertices.
            mesh.LockVertexBuffer(LockFlags.None).WriteRange(BuildVertexData());
            mesh.UnlockVertexBuffer();
            mesh.LockVertexBuffer(LockFlags.None).ReadRange(vertexnormals, 0, 1188);
            mesh.UnlockVertexBuffer();
            // Turn off culling, so we see the front and back of the triangle
            D3DDevice.SetRenderState(RenderState.CullMode, Cull.None);
            // Turn off D3D lighting, since we are providing our own vertex colors
            D3DDevice.SetRenderState(RenderState.Lighting, true);
            index = new short[]{0, 1, 35, 35, 1, 2, 2, 35, 34, 34, 2, 3, 3, 34, 33, 33, 32, 3, 3, 4, 32, 32, 31, 4, 4, 5, 31, 31, 30, 5, 5, 6, 30, 30, 29, 6, 6, 7, 29, 29, 28, 7, 7, 8, 28, 28, 27, 8, 8, 9, 27, 27, 26, 9, 9, 10, 26, 26, 25, 10, 10, 11, 25, 25, 24, 11, 11, 12, 24, 24, 23, 12, 12, 13, 23, 23, 22, 13, 13, 14, 22, 22, 21, 14, 14, 15, 21, 21, 20, 15, 15, 16, 20, 20, 19, 16, 16, 17, 19, 19, 17, 18, 18, 54, 55, 55, 18, 19, 19, 55, 56, 56, 19, 20, 20, 56, 57, 57, 20, 21, 21, 57, 58, 58, 21, 22, 22, 58, 59, 59, 22, 23, 23, 59, 60, 60, 23, 24, 24, 60, 61, 61, 24, 25, 25, 61, 62, 62, 25, 26, 26, 62, 63, 63, 26, 27, 27, 63, 64, 64, 27, 28, 28, 64, 65, 65, 28, 29, 29, 65, 66, 66, 29, 30, 30, 66, 67, 67, 30, 31, 31, 67, 68, 68, 31, 32, 32, 68, 69, 69, 32, 33, 33, 69, 70, 70, 33, 34, 34, 70, 71, 71, 34, 35, 35, 71, 36, 36, 35, 0, 0, 36, 37, 37, 0, 1, 1, 37, 38, 38, 1, 2, 2, 38, 39, 39, 2, 3, 3, 39, 40, 40, 3, 4, 4, 40, 41, 41, 4, 5, 5, 41, 42, 42, 5, 6, 6, 42, 43, 43, 6, 7, 7, 43, 44, 44, 7, 8, 8, 44, 45, 45, 8, 9, 9, 45, 46, 46, 9, 10, 10, 46, 47, 47, 10, 11, 11, 47, 48, 48, 11, 12, 12, 48, 49, 49, 12, 13, 13, 49, 50, 50, 13, 14, 14, 50, 51, 51, 14, 15, 15, 51, 52, 52, 15, 16, 16, 52, 53, 53, 16, 17, 17, 53, 54, 54, 17, 18, 54, 90, 91, 91, 54, 55, 55, 91, 92, 92, 55, 56, 56, 92, 93, 93, 56, 57, 57, 93, 94, 94, 57, 58, 58, 94, 95, 95, 58, 59, 59, 95, 96, 96, 59, 60, 60, 96, 97, 97, 60, 61, 61, 97, 98, 98, 61, 62, 62, 98, 99, 99, 62, 63, 63, 99, 100, 100, 63, 64, 64, 100, 101, 101, 64, 65, 65, 101, 102, 102, 65, 66, 66, 102, 103, 103, 66, 67, 67, 103, 104, 104, 67, 68, 68, 104, 105, 105, 68, 69, 69, 105, 106, 106, 69, 70, 70, 106, 107, 107, 70, 71, 71, 107, 72, 72, 71, 36, 36, 72, 73, 73, 36, 37, 37, 73, 74, 74, 37, 38, 38, 74, 75, 75, 38, 39, 39, 75, 76, 76, 39, 40, 40, 76, 77, 77, 40, 41, 41, 77, 78, 78, 41, 42, 42, 78, 79, 79, 42, 43, 43, 79, 80, 80, 43, 44, 44, 80, 81, 81, 44, 45, 45, 81, 82, 82, 45, 46, 46, 82, 83, 83, 46, 47, 47, 83, 84, 84, 47, 48, 48, 84, 85, 85, 48, 49, 49, 85, 86, 86, 49, 50, 50, 86, 87, 87, 50, 51, 51, 87, 88, 88, 51, 52, 52, 88, 89, 89, 52, 53, 53, 89, 90, 90, 53, 54, 90, 126, 127, 127, 90, 91, 91, 127, 128, 128, 91, 92, 92, 128, 129, 129, 92, 93, 93, 129, 130, 130, 93, 94, 94, 130, 131, 131, 94, 95, 95, 131, 132, 132, 95, 96, 96, 132, 133, 133, 96, 97, 97, 133, 134, 134, 97, 98, 98, 134, 135, 135, 98, 99, 99, 135, 136, 136, 99, 100, 100, 136, 137, 137, 100, 101, 101, 137, 138, 138, 101, 102, 102, 138, 139, 139, 102, 103, 103, 139, 140, 140, 103, 104, 104, 140, 141, 141, 104, 105, 105, 141, 142, 142, 105, 106, 106, 142, 143, 143, 106, 107, 107, 143, 108, 108, 107, 72, 72, 108, 109, 109, 72, 73, 73, 109, 110, 110, 73, 74, 74, 110, 111, 111, 74, 75, 75, 111, 112, 112, 75, 76, 76, 112, 113, 113, 76, 77, 77, 113, 114, 114, 77, 78, 78, 114, 115, 115, 78, 79, 79, 115, 116, 116, 79, 80, 80, 116, 117, 117, 80, 81, 81, 117, 118, 118, 81, 82, 82, 118, 119, 119, 82, 83, 83, 119, 120, 120, 83, 84, 84, 120, 121, 121, 84, 85, 85, 121, 122, 122, 85, 86, 86, 122, 123, 123, 86, 87, 87, 123, 124, 124, 87, 88, 88, 124, 125, 125, 88, 89, 89, 125, 126, 126, 89, 90, 126, 162, 163, 163, 126, 127, 127, 163, 164, 164, 127, 128, 128, 164, 165, 165, 128, 129, 129, 165, 166, 166, 129, 130, 130, 166, 167, 167, 130, 131, 131, 167, 168, 168, 131, 132, 132, 168, 169, 169, 132, 133, 133, 169, 170, 170, 133, 134, 134, 170, 171, 171, 134, 135, 135, 171, 172, 172, 135, 136, 136, 172, 173, 173, 136, 137, 137, 173, 174, 174, 137, 138, 138, 174, 175, 175, 138, 139, 139, 175, 176, 176, 139, 140, 140, 176, 177, 177, 140, 141, 141, 177, 178, 178, 141, 142, 142, 178, 179, 179, 142, 143, 143, 179, 144, 144, 143, 108, 108, 144, 145, 145, 108, 109, 109, 145, 146, 146, 109, 110, 110, 146, 147, 147, 110, 111, 111, 147, 148, 148, 111, 112, 112, 148, 149, 149, 112, 113, 113, 149, 150, 150, 113, 114, 114, 150, 151, 151, 114, 115, 115, 151, 152, 152, 115, 116, 116, 152, 153, 153, 116, 117, 117, 153, 154, 154, 117, 118, 118, 154, 155, 155, 118, 119, 119, 155, 156, 156, 119, 120, 120, 156, 157, 157, 120, 121, 121, 157, 158, 158, 121, 122, 122, 158, 159, 159, 122, 123, 123, 159, 160, 160, 123, 124, 124, 160, 161, 161, 124, 125, 125, 161, 162, 162, 125, 126, 162, 198, 199, 199, 162, 163, 163, 199, 200, 200, 163, 164, 164, 200, 201, 201, 164, 165, 165, 201, 202, 202, 165, 166, 166, 202, 203, 203, 166, 167, 167, 203, 204, 204, 167, 168, 168, 204, 205, 205, 168, 169, 169, 205, 206, 206, 169, 170, 170, 206, 207, 207, 170, 171, 171, 207, 208, 208, 171, 172, 172, 208, 209, 209, 172, 173, 173, 209, 210, 210, 173, 174, 174, 210, 211, 211, 174, 175, 175, 211, 212, 212, 175, 176, 176, 212, 213, 213, 176, 177, 177, 213, 214, 214, 177, 178, 178, 214, 215, 215, 178, 179, 179, 215, 180, 180, 179, 144, 144, 180, 181, 181, 144, 145, 145, 181, 182, 182, 145, 146, 146, 182, 183, 183, 146, 147, 147, 183, 184, 184, 147, 148, 148, 184, 185, 185, 148, 149, 149, 185, 186, 186, 149, 150, 150, 186, 187, 187, 150, 151, 151, 187, 188, 188, 151, 152, 152, 188, 189, 189, 152, 153, 153, 189, 190, 190, 153, 154, 154, 190, 191, 191, 154, 155, 155, 191, 192, 192, 155, 156, 156, 192, 193, 193, 156, 157, 157, 193, 194, 194, 157, 158, 158, 194, 195, 195, 158, 159, 159, 195, 196, 196, 159, 160, 160, 196, 197, 197, 160, 161, 161, 197, 198, 198, 161, 162, 198, 234, 235, 235, 198, 199, 199, 235, 236, 236, 199, 200, 200, 236, 237, 237, 200, 201, 201, 237, 238, 238, 201, 202, 202, 238, 239, 239, 202, 203, 203, 239, 240, 240, 203, 204, 204, 240, 241, 241, 204, 205, 205, 241, 242, 242, 205, 206, 206, 242, 243, 243, 206, 207, 207, 243, 244, 244, 207, 208, 208, 244, 245, 245, 208, 209, 209, 245, 246, 246, 209, 210, 210, 246, 247, 247, 210, 211, 211, 247, 248, 248, 211, 212, 212, 248, 249, 249, 212, 213, 213, 249, 250, 250, 213, 214, 214, 250, 251, 251, 214, 215, 215, 251, 216, 216, 215, 180, 180, 216, 217, 217, 180, 181, 181, 217, 218, 218, 181, 182, 182, 218, 219, 219, 182, 183, 183, 219, 220, 220, 183, 184, 184, 220, 221, 221, 184, 185, 185, 221, 222, 222, 185, 186, 186, 222, 223, 223, 186, 187, 187, 223, 224, 224, 187, 188, 188, 224, 225, 225, 188, 189, 189, 225, 226, 226, 189, 190, 190, 226, 227, 227, 190, 191, 191, 227, 228, 228, 191, 192, 192, 228, 229, 229, 192, 193, 193, 229, 230, 230, 193, 194, 194, 230, 231, 231, 194, 195, 195, 231, 232, 232, 195, 196, 196, 232, 233, 233, 196, 197, 197, 233, 234, 234, 197, 198, 234, 270, 271, 271, 234, 235, 235, 271, 272, 272, 235, 236, 236, 272, 273, 273, 236, 237, 237, 273, 274, 274, 237, 238, 238, 274, 275, 275, 238, 239, 239, 275, 276, 276, 239, 240, 240, 276, 277, 277, 240, 241, 241, 277, 278, 278, 241, 242, 242, 278, 279, 279, 242, 243, 243, 279, 280, 280, 243, 244, 244, 280, 281, 281, 244, 245, 245, 281, 282, 282, 245, 246, 246, 282, 283, 283, 246, 247, 247, 283, 284, 284, 247, 248, 248, 284, 285, 285, 248, 249, 249, 285, 286, 286, 249, 250, 250, 286, 287, 287, 250, 251, 251, 287, 252, 252, 251, 216, 216, 252, 253, 253, 216, 217, 217, 253, 254, 254, 217, 218, 218, 254, 255, 255, 218, 219, 219, 255, 256, 256, 219, 220, 220, 256, 257, 257, 220, 221, 221, 257, 258, 258, 221, 222, 222, 258, 259, 259, 222, 223, 223, 259, 260, 260, 223, 224, 224, 260, 261, 261, 224, 225, 225, 261, 262, 262, 225, 226, 226, 262, 263, 263, 226, 227, 227, 263, 264, 264, 227, 228, 228, 264, 265, 265, 228, 229, 229, 265, 266, 266, 229, 230, 230, 266, 267, 267, 230, 231, 231, 267, 268, 268, 231, 232, 232, 268, 269, 269, 232, 233, 233, 269, 270, 270, 233, 234, 270, 306, 307, 307, 270, 271, 271, 307, 308, 308, 271, 272, 272, 308, 309, 309, 272, 273, 273, 309, 310, 310, 273, 274, 274, 310, 311, 311, 274, 275, 275, 311, 312, 312, 275, 276, 276, 312, 313, 313, 276, 277, 277, 313, 314, 314, 277, 278, 278, 314, 315, 315, 278, 279, 279, 315, 316, 316, 279, 280, 280, 316, 317, 317, 280, 281, 281, 317, 318, 318, 281, 282, 282, 318, 319, 319, 282, 283, 283, 319, 320, 320, 283, 284, 284, 320, 321, 321, 284, 285, 285, 321, 322, 322, 285, 286, 286, 322, 323, 323, 286, 287, 287, 323, 288, 288, 287, 252, 252, 288, 289, 289, 252, 253, 253, 289, 290, 290, 253, 254, 254, 290, 291, 291, 254, 255, 255, 291, 292, 292, 255, 256, 256, 292, 293, 293, 256, 257, 257, 293, 294, 294, 257, 258, 258, 294, 295, 295, 258, 259, 259, 295, 296, 296, 259, 260, 260, 296, 297, 297, 260, 261, 261, 297, 298, 298, 261, 262, 262, 298, 299, 299, 262, 263, 263, 299, 300, 300, 263, 264, 264, 300, 301, 301, 264, 265, 265, 301, 302, 302, 265, 266, 266, 302, 303, 303, 266, 267, 267, 303, 304, 304, 267, 268, 268, 304, 305, 305, 268, 269, 269, 305, 306, 306, 269, 270, 306, 342, 343, 343, 306, 307, 307, 343, 344, 344, 307, 308, 308, 344, 345, 345, 308, 309, 309, 345, 346, 346, 309, 310, 310, 346, 347, 347, 310, 311, 311, 347, 348, 348, 311, 312, 312, 348, 349, 349, 312, 313, 313, 349, 350, 350, 313, 314, 314, 350, 351, 351, 314, 315, 315, 351, 352, 352, 315, 316, 316, 352, 353, 353, 316, 317, 317, 353, 354, 354, 317, 318, 318, 354, 355, 355, 318, 319, 319, 355, 356, 356, 319, 320, 320, 356, 357, 357, 320, 321, 321, 357, 358, 358, 321, 322, 322, 358, 359, 359, 322, 323, 323, 359, 324, 324, 323, 288, 288, 324, 325, 325, 288, 289, 289, 325, 326, 326, 289, 290, 290, 326, 327, 327, 290, 291, 291, 327, 328, 328, 291, 292, 292, 328, 329, 329, 292, 293, 293, 329, 330, 330, 293, 294, 294, 330, 331, 331, 294, 295, 295, 331, 332, 332, 295, 296, 296, 332, 333, 333, 296, 297, 297, 333, 334, 334, 297, 298, 298, 334, 335, 335, 298, 299, 299, 335, 336, 336, 299, 300, 300, 336, 337, 337, 300, 301, 301, 337, 338, 338, 301, 302, 302, 338, 339, 339, 302, 303, 303, 339, 340, 340, 303, 304, 304, 340, 341, 341, 304, 305, 305, 341, 342, 342, 305, 306, 342, 378, 379, 379, 342, 343, 343, 379, 380, 380, 343, 344, 344, 380, 381, 381, 344, 345, 345, 381, 382, 382, 345, 346, 346, 382, 383, 383, 346, 347, 347, 383, 384, 384, 347, 348, 348, 384, 385, 385, 348, 349, 349, 385, 386, 386, 349, 350, 350, 386, 387, 387, 350, 351, 351, 387, 388, 388, 351, 352, 352, 388, 389, 389, 352, 353, 353, 389, 390, 390, 353, 354, 354, 390, 391, 391, 354, 355, 355, 391, 392, 392, 355, 356, 356, 392, 393, 393, 356, 357, 357, 393, 394, 394, 357, 358, 358, 394, 395, 395, 358, 359, 359, 395, 360, 360, 359, 324, 324, 360, 361, 361, 324, 325, 325, 361, 362, 362, 325, 326, 326, 362, 363, 363, 326, 327, 327, 363, 364, 364, 327, 328, 328, 364, 365, 365, 328, 329, 329, 365, 366, 366, 329, 330, 330, 366, 367, 367, 330, 331, 331, 367, 368, 368, 331, 332, 332, 368, 369, 369, 332, 333, 333, 369, 370, 370, 333, 334, 334, 370, 371, 371, 334, 335, 335, 371, 372, 372, 335, 336, 336, 372, 373, 373, 336, 337, 337, 373, 374, 374, 337, 338, 338, 374, 375, 375, 338, 339, 339, 375, 376, 376, 339, 340, 340, 376, 377, 377, 340, 341, 341, 377, 378, 378, 341, 342, 360, 361, 395, 395, 361, 362, 362, 395, 394, 394, 362, 363, 363, 394, 393, 393, 392, 363, 363, 364, 392, 392, 391, 364, 364, 365, 391, 391, 390, 365, 365, 366, 390, 390, 389, 366, 366, 367, 389, 389, 388, 367, 367, 368, 388, 388, 387, 368, 368, 369, 387, 387, 386, 369, 369, 370, 386, 386, 385, 370, 370, 371, 385, 385, 384, 371, 371, 372, 384, 384, 383, 372, 372, 373, 383, 383, 382, 373, 373, 374, 382, 382, 381, 374, 374, 375, 381, 381, 380, 375, 375, 376, 380, 380, 379, 376, 376, 377, 379, 379, 377, 378};
            mesh.LockIndexBuffer(LockFlags.None).WriteRange(index);
            mesh.UnlockIndexBuffer();
            mesh = mesh.Clone(D3DDevice,MeshFlags.Managed, Vertex.NormalFormat);
            //normals = mesh.Clone(D3DDevice, MeshFlags.Managed, Vertex.NormalFormat);
            mesh.ComputeNormals();
            //normals.ComputeNormals();
            //mesh.LockVertexBuffer(LockFlags.None).ReadRange(vertexnormals, 0, 396);
            mesh.LockVertexBuffer(LockFlags.None).ReadRange(vertexnormals, 0, 2772);
            //normals.LockVertexBuffer(LockFlags.None).ReadRange(vertexnormals,0,396);
            mesh.UnlockVertexBuffer();
            //normals.UnlockVertexBuffer();
        }

        private void userControl11_MouseDown(object sender, System.Windows.Forms.MouseEventArgs e)
        {
            booMovingMouse = true;
            initX = MousePosition.X;
            initY = MousePosition.Y;
        }

        private void userControl11_MouseUp(object sender, System.Windows.Forms.MouseEventArgs e)
        {
            booMovingMouse = false;
            finX += (initX - MousePosition.X);
            finY += (initY - MousePosition.Y);
        }

        private void Form1_MouseWheel(object sender, System.Windows.Forms.MouseEventArgs e)
        {
            WheelScroll += e.Delta / (float)(Math.Sqrt(Math.Pow(e.Delta, 2)));
            this.Text = WheelScroll.ToString();
        }

        private void button2_Click(object sender, EventArgs e)
        {
            PoleHeight = (float)Convert.ToDouble(textHeight.Text);
            Outer = (float)Convert.ToDouble(textOuter.Text) / 1000;
            Inner = (float)Convert.ToDouble(textInner.Text) / 1000;
            Taper = (float)Convert.ToDouble(textTaper.Text) / 1000;
            SetupMatrices();
            ModelCreation();
        }

        private void radioConcrete_CheckedChanged(object sender, EventArgs e)
        {
            if (radioConcrete.Checked == true)
            {
                textInner.Enabled = true;
                textTaper.Enabled = true;
            }
            else if (radioConcrete.Checked == false)
            {
                if (radioSteel.Checked == true)
                {
                    textInner.Enabled = true;
                    textTaper.Enabled = true;
                }
                else
                {
                    textInner.Enabled = false;
                    textTaper.Enabled = false;
                }
            }
        }

        private void radioSteel_CheckedChanged(object sender, EventArgs e)
        {
            if (radioSteel.Checked == true)
            {
                textInner.Enabled = true;
                textTaper.Enabled = true;
            }
            else if (radioSteel.Checked == false)
            {
                if (radioConcrete.Checked == true)
                {
                    textInner.Enabled = true;
                    textTaper.Enabled = true;
                }
                else
                {
                    textInner.Enabled = false;
                    textTaper.Enabled = false;
                }
            }
        }

        private void buttonXFile_Click(object sender, EventArgs e)
        {
            
        }

        private void buttonExit_Click(object sender, EventArgs e)
        {

        }          
    }

    struct Vertex
    {
        public Vector3 Position;
        public int Color;

        public static int SizeBytes
        {
            get { return Marshal.SizeOf(typeof(Vertex)); }
        }

        public static VertexFormat Format
        {
            get { return VertexFormat.Position | VertexFormat.Diffuse; }
        }
        public static VertexFormat NormalFormat
        {
            get { return VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; }
        }
    }
}
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Hi, Looking at your code i believe your using the fixed pipeline (no shaders). Are you sure you've set your vertexformat correct (fvf)? It should match with the usage of vertices in your mesh. For example the single int for the vertexcolor, shouldn't this be a d3dcolor or float array? (or there at all, if you use textures)

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