Hi everyone
After I read the book i got teapot wars running on vs2010 somehow and think ive got a basic understanding of how all fits together, especially the graphics part, since i offered the last days looking at directx samples and mesh.cpp, the shaders and so on.
First few facts:
In mesh.cpp it says in case of directx 9 before loading the mesh: "// Load the Mesh with D3DX and get back a ID3DXMesh*. For this sample we'll ignore the X file's embedded materials since we know exactly the model we're loading."
And for directx 11 it says before rendering the mesh" // FUTURE WORK - this code WON'T be able to find texture resources referred to by the sdkmesh file in the Resource cache."
These meshes will get their colors from the actor xml files loaded from the zip.
So here comes my question:
Is there already a way to display textured mehes, like in the directx samples and did i overlook something completly or is that not supported?
I already tried to grab code from the sdk sample "optimized meshes", but i didnt succeed getting things working.
Would be cool if sb helped me because i dont only want monoton meshes like a complete green human
After I read the book i got teapot wars running on vs2010 somehow and think ive got a basic understanding of how all fits together, especially the graphics part, since i offered the last days looking at directx samples and mesh.cpp, the shaders and so on.
First few facts:
In mesh.cpp it says in case of directx 9 before loading the mesh: "// Load the Mesh with D3DX and get back a ID3DXMesh*. For this sample we'll ignore the X file's embedded materials since we know exactly the model we're loading."
And for directx 11 it says before rendering the mesh" // FUTURE WORK - this code WON'T be able to find texture resources referred to by the sdkmesh file in the Resource cache."
These meshes will get their colors from the actor xml files loaded from the zip.
So here comes my question:
Is there already a way to display textured mehes, like in the directx samples and did i overlook something completly or is that not supported?
I already tried to grab code from the sdk sample "optimized meshes", but i didnt succeed getting things working.
Would be cool if sb helped me because i dont only want monoton meshes like a complete green human