Directx D3DX9自定义网格在渲染期间与自身重叠
我有一个自定义的模型文件格式,我从中读取该格式以在DX中创建模型。我用Directx D3DX9自定义网格在渲染期间与自身重叠,directx,overlap,mesh,culling,Directx,Overlap,Mesh,Culling,我有一个自定义的模型文件格式,我从中读取该格式以在DX中创建模型。我用 DWORD dwFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 ); D3DXCreateMeshFVF(numIndices/3, numVertices, D3DXMESH_MANAGED, dwFVF, *d3ddev, mesh); 要创建网格,请依次锁定、填充、解锁索引缓冲区、顶点缓冲区和属性缓冲区 void createMeshFromSkn(ifstream*
DWORD dwFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
D3DXCreateMeshFVF(numIndices/3, numVertices, D3DXMESH_MANAGED, dwFVF, *d3ddev, mesh);
要创建网格,请依次锁定、填充、解锁索引缓冲区、顶点缓冲区和属性缓冲区
void createMeshFromSkn(ifstream* fHandle, LPDIRECT3DDEVICE9 * d3ddev, LPD3DXMESH * mesh)
{
// Start reading the file
int magic = readInt(fHandle);
short version = readShort(fHandle);
short numObjects = readShort(fHandle);
SKNMaterial *materialHeaders;
if (version > 0)
{
// Read in the material headers
int numMaterialHeaders = readInt(fHandle);
fHandle->seekg((16 + MATERIAL_NAME_SIZE) * numMaterialHeaders, ios::cur);
// Read in model data.
int numIndices = readInt(fHandle);
int numVertices = readInt(fHandle);
// Create the mesh
DWORD dwFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
D3DXCreateMeshFVF(numIndices/3, numVertices, D3DXMESH_MANAGED, dwFVF, *d3ddev, mesh);
// Read in the index buffer
WORD* indexBuffer = 0;
(*mesh)->LockIndexBuffer(0, (void**)&indexBuffer);
for (int i = 0; i < numIndices; i++)
{
indexBuffer[i] = readShort(fHandle);
}
(*mesh)->UnlockIndexBuffer();
// Read in the vertexBuffer
D3DVERTEX* vertexBuffer;
(*mesh)->LockVertexBuffer( 0, (void**)&vertexBuffer);
for (int i = 0; i < numVertices; ++i)
{
((D3DVERTEX*)vertexBuffer)[i].position.x = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].position.y = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].position.z = readFloat(fHandle);
for (unsigned int j = 0; j < BONE_INDEX_SIZE; ++j)
{
int bone = (int) readByte(fHandle);
//data->vertices[i].boneIndex[j] = bone;
}
//////////////////////////////////////////////////////////////////////////
//
// Need to fix this to work with bones
//
//////////////////////////////////////////////////////////////////////////
D3DXVECTOR4 weight;
weight.x = readFloat(fHandle);
weight.y = readFloat(fHandle);
weight.z = readFloat(fHandle);
weight.w = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].normal.x = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].normal.y = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].normal.z = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].tu = readFloat(fHandle);
((D3DVERTEX*)vertexBuffer)[i].tv = readFloat(fHandle);
}
(*mesh)->UnlockVertexBuffer();
DWORD *pAttribBuf;
HRESULT hRslt = (*mesh)->LockAttributeBuffer(0, &pAttribBuf);
if(hRslt != D3D_OK)
return; // Add error handling
unsigned int numFaces = (*mesh)->GetNumFaces();
for(unsigned int i=0; i<numFaces; i++)
pAttribBuf[i]= 0;
hRslt = (*mesh)->UnlockAttributeBuffer();
if(hRslt != D3D_OK)
return; // Add error handling
DWORD *m_pAdjacencyBuffer;
m_pAdjacencyBuffer = new DWORD[3 * (*mesh)->GetNumFaces()];
(*mesh)->GenerateAdjacency(0.0f, m_pAdjacencyBuffer);
(*mesh)->OptimizeInplace(D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, m_pAdjacencyBuffer, NULL, NULL, NULL);
}
return;
}
我还启用了z缓冲区,但我很确定这只是两个网格之间的缓冲区,而不是网格和网格本身之间的缓冲区
我花了一天半的时间在谷歌上寻找解决方案,但什么也找不到。任何帮助或帮助链接都将不胜感激。事实证明,我实际上没有打开Z缓冲,因为我需要在d3d演示参数中打开它:
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
有一次,我这样做了,并添加了一个
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
对于渲染循环,它将正确渲染
哇,很高兴我发现了这一点。我希望这能帮助其他人探索DX
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);