Original Post
Hi All,
I'm trying to render a ID3DXMesh without using drawsubset...
even with just one subset mesh is displayed wrong :-(
if I use drawsubset everything is fine...any idea?
Thanks in adavance
I'm trying to render a ID3DXMesh without using drawsubset...
m_d3d9Device->SetTransform(D3DTS_WORLD, &pActor->m_matWS);m_d3d9Device->SetTransform(D3DTS_PROJECTION, &m_Camera->mProj);m_d3d9Device->SetTransform(D3DTS_VIEW, &m_Camera->mView);IDirect3DVertexBuffer9* m_vb;IDirect3DIndexBuffer9* m_ib;HRESULT hResultVB = pActor->m_mesh->GetVertexBuffer(&m_vb);HRESULT hResultIB = pActor->m_mesh->GetIndexBuffer(&m_ib);if(SUCCEEDED(hResultVB)){ int foo=0; foo++;}if(SUCCEEDED(hResultIB)){ int foo=0; foo++;} DWORD size = 0; pActor->m_mesh->GetAttributeTable(NULL, &size);if (size){ [for every subset] m_d3d9Device->SetVertexDeclaration(NMapVertex::Decl); m_d3d9Device->SetStreamSource(0, m_vb, 0, sizeof(NMapVertex)); m_d3d9Device->SetIndices(m_ib); m_d3d9Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,vstart,vcount,fstart*3,fcount);} m_vb->Release();m_ib->Release();even with just one subset mesh is displayed wrong :-(
if I use drawsubset everything is fine...any idea?
Thanks in adavance