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Directx xfile
Directx xfile












READING ADJACENCY INFORMATION FROM THE RETURNED GRAPHICSSTREAM This string is normally the filename or resource name of the texture however, since the loading of the texture is done by the application, this can be any user-provided string data. The ExtendedMaterial class holds both the normal Direct3D material, as well as a string that can be used to load a texture. The extended material parameter is also an out parameter that will return an array of information about the different subsets in the mesh. This will return the adjacency information for the mesh, stored as three integer values for each face of the mesh, that will specify the three neighbors. The adjacency parameter is an "out" parameter, meaning it will be allocated and passed to you after the function has finished working. Since resources must be associated with a device, this is a required parameter. The next parameter is the device we will be using to render this mesh. While possible, normally not recommended. Use the Usage.RtPatches flag for both index and vertex buffers.Įquivalent to using both IbSoftwareProcessing and VbSoftwareProcessing.Įquivalent to using both IbSystemMem and VbSystemMem. Use the Usage.Points flag for both index and vertex buffers. This is required if the mesh will be rendered using N-Patch enhancement. Use the Usage.NPatches flag for both index and vertex buffers. Use the Usage.WriteOnly flag for vertex buffers.Įquivalent to using both IbManaged and VbManaged. Use the Pool.SystemMemory memory pool for vertex buffers. Use the Usage.SoftwareProcessing flag for vertex buffers. Use the Pool.Managed memory store for vertex buffers. Use the Usage.WriteOnly flag for index buffers. Use the Pool.SystemMemory memory pool for index buffers. Use the Usage.SoftwareProcessing flag for index buffers. Use the Pool.Managed memory store for index buffers. Use the Usage.DoNotClip flag for vertex and index buffers.Įquivalent to using both IbDynamic and VbDynamic. This parameter may be a bitwise combination of the values found in Table 5.1.

directx xfile

The MeshFlags parameter controls where and how the data is loaded. If you wish to read the entire stream, simply use the overload that does not include the readBytes member. In the stream case, this is the stream, and the number of bytes we wish to read for the data. In the FromFile case, this is a string that is the filename of the mesh we wish to load. The first parameter(s) are the source of the data we will be using to load this mesh. The root overload for each method is as follows: public static FromFile ( System.String filename, options, device, adjacency, out materials, effects ) public static FromStream ( System.IO.Stream stream, System.Int32 readBytes, options, device, adjacency, out materials, effects ) The methods are essentially identical, with the stream method having more overloads for dealing with the size of the stream. These two methods are Mesh.FromFile and Mesh.FromStream. Much like the static methods on the Mesh object that allowed us to create our generic "simple" primitive types, there are two main static methods on the mesh object that can be used to load external models. Using these conversion tools allows you to easily use your high-quality models in your applications. The DirectX SDK (included on the CD) includes several conversion utilities for the most popular modeling applications out there. HLSL is an advanced topic that will be discussed in depth later.ĬONVERTING COMMON MODELING FORMATS TO THE X FILE FORMAT You can also get the High Level Shader Language (HLSL) file that should be used with this mesh while loading the file. Each material set can contain texture information as well. Each of the subsets of the mesh will have a material associated with it. There is naturally the vertex and index data that will be required to render the model. There are a few types of data stored in a normal x file that can be loaded while creating a mesh. If your modeling application supports exporting to the X file format, you're in luck! Most meshes are created by artists using a modeling application.

directx xfile

Rendering teapots can be quite exciting, but it's not often you make a game with nothing but teapots.














Directx xfile