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c++visual-c++winapidirectx-9

c++ directx 9 mesh texture


ok so i can load a mesh perfectly but loading its texture is not working. im not sure what im doing wrong.
here is my code..

//render a single frame
void RenderFrame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    d3ddev->SetFVF(CUSTOMFVF);

    InitMatrices();

    D3DXMATRIX matTran;    // a matrix to store the rotation for each triangle
    D3DXMATRIX matRotz;
    D3DXMATRIX matRoty;
    D3DXMATRIX matRotx;
    D3DXMatrixTranslation(&matTran, x, y, z);   
    D3DXMatrixRotationZ(&matRotz, D3DXToRadian(rz));
    D3DXMatrixRotationY(&matRoty, D3DXToRadian(ry));
    D3DXMatrixRotationX(&matRotx, D3DXToRadian(rx));

    d3ddev->SetTransform(D3DTS_WORLD, &(matTran * matRotz * matRoty * matRotx));    // set the world transform

    // draw the spaceship
    for(DWORD i = 0; i < numMaterials; i++)    // loop through each subset
    {
        d3ddev->SetMaterial(&material[i]);    // set the material for the subset
        if(texture[i] != NULL)    // if the subset has a texture (if texture is not NULL)
            d3ddev->SetTexture(0, texture[i]);    // ...then set the texture

        meshSpaceship->DrawSubset(i);    // draw the subset
    }

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);
}

// cleans up Direct3D and COM
void CleanD3D(void)
{
    meshSpaceship->Release();
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}

VOID InitGraphic()
{
    LPD3DXBUFFER bufShipMaterial;

    D3DXLoadMeshFromX(L"ramiz.x",    // load this file
                      D3DXMESH_SYSTEMMEM,    // load the mesh into system memory
                      d3ddev,    // the Direct3D Device
                      NULL,    // we aren't using adjacency
                      &bufShipMaterial,    // put the materials here
                      NULL,    // we aren't using effect instances
                      &numMaterials,    // the number of materials in this model
                      &meshSpaceship);    // put the mesh here

    // retrieve the pointer to the buffer containing the material information
    D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufShipMaterial->GetBufferPointer();

    // create a new material buffer and texture for each material in the mesh
    material = new D3DMATERIAL9[numMaterials];
    texture = new LPDIRECT3DTEXTURE9[numMaterials];

    for(DWORD i = 0; i < numMaterials; i++)    // for each material...
    {
        material[i] = tempMaterials[i].MatD3D;    // get the material info
        material[i].Ambient = material[i].Diffuse;    // make ambient the same as diffuse
        D3DXCreateTextureFromFile(d3ddev,
                                    L"ramiz.x"
                                    ,
                                    &texture[i]);
        texture[i]=NULL;
     }
}

Solution

  • First of all, you're setting all the textures to NULL in your for loop, so of course there's no texture to render!

    for(DWORD i = 0; i < numMaterials; i++)
    { 
        /* ... */
        texture[i]=NULL; // <--- You're setting all your textures to NULL!
    } 
    

    Also:

    D3DXCreateTextureFromFile(d3ddev, L"ramiz.x", &texture[i]);  
    

    The function D3DXCreateTextureFromFile() only supports loading textures from these file types: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga. You're attempting to load textures from an .x file, which can't possibly be right.

    I think you meant to pass tempMaterials[i].pTextureFilename to D3DXCreateTextureFromFile() to load the texture files, no?

    Here's how to properly load texture files for (simple) .x file rendering:

    //////////////////////////////////////////////////////////////////////////////
    // Code snippet from http://www.toymaker.info/Games/html/load_x_simply.html //
    //////////////////////////////////////////////////////////////////////////////
    
    for (DWORD i=0; i<m_numMaterials; i++)
    {
    
     // Copy the material
     meshMaterials[i] = d3dxMaterials[i].MatD3D;
    
     // Set the ambient color for the material (D3DX does not do this)
     meshMaterials[i].Ambient = meshMaterials[i].Diffuse;
    
     // Create the texture if it exists - it may not
     meshTextures[i] = NULL;
     if (d3dxMaterials[i].pTextureFilename)
         D3DXCreateTextureFromFile(gD3dDevice,
                                   d3dxMaterials[i].pTextureFilename,
                                   &meshTextures[i]);
    }