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Member Since 12 May 2013
Offline Last Active Oct 07 2013 01:04 PM

Posts I've Made

In Topic: Assimp issue

16 May 2013 - 05:08 AM

I added the flag "aiProcess_PreTransformVertices" in my read function smile.png .

In Topic: Assimp issue

15 May 2013 - 01:39 PM

Great now it work! Problem solved. Thanks biggrin.png .

In Topic: Assimp issue

15 May 2013 - 06:40 AM

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.


void ShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount)
    // Set the vertex input 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);


In Topic: Assimp issue

14 May 2013 - 02:36 PM

Ok Thanks for advise,

It doesn't work removing: sad.png


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.

In Topic: Assimp issue

13 May 2013 - 09:15 AM

Thanks :D,

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