Original Post
Ok I''ve got my program to load .ms3d models nice and dandy, but when they are untextured they are NOT drawn with their material, it''s very baffling...
My code for setting the material looks something like this:
the material is pointer already loaded from the .ms3d model, and i''ve verified that this works, and even when i manually make an all red material (diffuse, ambient, and specular), it fails to show this on screen, still using the default white material. I checked that SetMaterial returns D3D_OK, but it still uses the default WHITE. For the love of me, I can''t figure out why it''s doing that. Any help would be appreciated.
device->BeginScene(); SetMaterial(&material); //material is an already filled pointer //drawing routines below device->EndScene(); device->Present(NULL, NULL, NULL, NULL); |