Original Post
I'm following tutorials on andypike.com.
In the mesh loading tutorial when he loads the .x file, he uses 3DXCreateTextureFromFile. He checks if this function fails and if it does he sets the texture array (m_pMeshTextures) to NULL.
Then in the Render function he sets the texture like m_pD3DDevice->SetTexture(0, m_pMeshTextures[i])
When the texture is NULL it appears to not load anything.
Trying to load the texture and seeing if it fails, then calling SetTexture on the NULL texture interface just seems like a bad way to do this.. what would be a better way?
[edited by - randal on December 17, 2002 9:28:14 AM]