C++ directX纹理显示不正确

C++ directX纹理显示不正确,c++,visual-c++,directx,directx-10,C++,Visual C++,Directx,Directx 10,很遗憾,我终于在立方体上获得了纹理,但它的显示不正确。如下图所示 不管怎么说,我不确定会是什么。我的第一个猜测可能是我的uv贴图或我的顶点定位关闭了。如果有人能检查一下,确保一切正常。第一个元素是顶点位置,第二个是颜色,第三个是uv纹理 struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; // Create ve

很遗憾,我终于在立方体上获得了纹理,但它的显示不正确。如下图所示

不管怎么说,我不确定会是什么。我的第一个猜测可能是我的uv贴图或我的顶点定位关闭了。如果有人能检查一下,确保一切正常。第一个元素是顶点位置,第二个是颜色,第三个是uv纹理

struct VertexPos
{
    D3DXVECTOR3 pos;
    D3DXVECTOR4 color;
    D3DXVECTOR3 normal;
    D3DXVECTOR2 texCoord;
};

 // Create vertex buffer
     VertexPos vertices[] =
    {
        // BACK SIDES
        { D3DXVECTOR3(-5.0f,  5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,1.0)},
        { D3DXVECTOR3(5.0f,  5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f)  ,D3DXVECTOR2(0.0,1.0)},

        { D3DXVECTOR3(5.0f,  5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,1.0)},
        { D3DXVECTOR3(5.0f,  -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,1.0)},

        // 2 FRONT SIDE
        { D3DXVECTOR3(-5.0f,  5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        { D3DXVECTOR3(5.0f,  5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f)  ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        { D3DXVECTOR3(5.0f,  5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) ,D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f,  -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,1.0)},

        // 3
        { D3DXVECTOR3(-5.0f, 5.0f,  5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        { D3DXVECTOR3(5.0f, 5.0f,  5.0f),  D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f, 5.0f, -5.0f),  D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        // 4
        { D3DXVECTOR3(-5.0f, -5.0f,  5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f, -5.0f,  5.0f),  D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        { D3DXVECTOR3(5.0f, -5.0f,  5.0f),  D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f, -5.0f, -5.0f),  D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        // 5
        { D3DXVECTOR3(5.0f,  5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        { D3DXVECTOR3(5.0f,  5.0f,  5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        { D3DXVECTOR3(5.0f,  5.0f,  5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        { D3DXVECTOR3(5.0f, -5.0f,  5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        // 6
        {D3DXVECTOR3(-5.0f,  5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,0.0)},
        {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        {D3DXVECTOR3(-5.0f,  5.0f,  5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},

        {D3DXVECTOR3(-5.0f,  5.0f,  5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
        {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(1.0,0.0)},
        {D3DXVECTOR3(-5.0f, -5.0f,  5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f),D3DXVECTOR3(0.0f,0.0f,0.0f) ,D3DXVECTOR2(0.0,1.0)},
    };
我的第二个猜测可能是运行程序时收到的错误。但我不知道从哪里开始。以下是错误的描述

D3D10: WARNING: ID3D10Device::Draw: Vertex Buffer at the input vertex slot 0 is not big enough for what the Draw*() call expects to traverse. This is OK, as reading off the end of the Buffer is defined to return 0. However the developer probably did not intend to make use of this behavior.  [ EXECUTION WARNING #356: DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL ]
不知道会是什么。但这里是我的顶点布局描述

//Create Layout
D3D10_INPUT_ELEMENT_DESC layout[] = {
    {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0}
};

UINT numElements = (sizeof(layout)/sizeof(layout[0]));
modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos);

for(int i = 0; i < modelObject.numVertices; i += 3)
{
    D3DXVECTOR3 out;

    D3DXVECTOR3 v1 = vertices[0 + i].pos;
    D3DXVECTOR3 v2 = vertices[1 + i].pos;
    D3DXVECTOR3 v3 = vertices[2 + i].pos;

    D3DXVECTOR3 u = v2 - v1;
    D3DXVECTOR3 v = v3 - v1;

    D3DXVec3Cross(&out, &u, &v);
    D3DXVec3Normalize(&out, &out);

    vertices[0 + i].normal = out;
    vertices[1 + i].normal = out;
    vertices[2 + i].normal = out;
}

//Create buffer desc
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices;
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;

D3D10_SUBRESOURCE_DATA initData;
initData.pSysMem = vertices;
//Create the buffer

HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer);
if(FAILED(hr))
    return false;
//创建布局
D3D10输入元素描述布局[]={
{“位置”,0,DXGI_格式_R32G32B32_浮点,0,0,D3D10_输入_逐顶点_数据,0},
{“COLOR”,0,DXGI_格式_R32G32B32A32_浮点,0,12,D3D10_输入_逐顶点_数据,0},
{“正常”,0,DXGI_格式_R32G32B32A32_浮点,0,28,D3D10_输入_逐顶点_数据,0},
{“TEXCOORD”,0,DXGI_格式_R32G32_浮点,0,44,D3D10_输入_逐顶点_数据,0}
};
UINT numElements=(sizeof(layout)/sizeof(layout[0]);
modelObject.numVertices=sizeof(顶点)/sizeof(顶点);
对于(int i=0;iCreateBuffer(&bufferDesc,&initData,&modelObject.pVertexBuffer);
如果(失败(小时))
返回false;

解决了这个问题。问题仍然存在于我的输入布局描述中

D3D10_INPUT_ELEMENT_DESC layout[] = {
    {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 44, D3D10_INPUT_PER_VERTEX_DATA, 0}
};

当顶点法线在顶点结构中定义为rgb或xyz时,它被设置为rgba。使其准确无误。我的偏移量也错了

我看到的directX用户不多……建议:使用索引原语。“我看到的directX用户不多”您起初没有提供屏幕截图,而且不是每个人都想安装vista/win7来获得DX10。是的,我知道索引原语更好,我还在学习,所以我通常只参考我正在阅读的资源。我不知道还有很多开发人员还在使用9。他们正在为DX11做准备,人们不应该赶上来吗?告诉我吧。毕竟我只是个新手。