I have custom model file format that I am reading from to create a model in DX. I use
DWORD dwFVF = ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 );
D3DXCreateMeshFVF(numIndices/3, numVertices, D3DXMESH_MANAGED, dwFVF, *d3ddev, mesh);
to create the mesh, then lock, fill, unlock the index buffer, vertex buffer, and attribute buffer in turn.
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;
}
My problem is that the model is overlapping with itself:
http://imageshack.us/a/img210/2732/20121018181019896.png
I have CCW backface culling enabled:
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
I also have z-buffer enabled, but I'm pretty sure that's only between two meshes, not between a mesh and itself.
I've spent the last day and a half trying to Google for a solution, but I couldn't find anything. Any help or links to help would be greatly appreciated.
It turns out I hadn't actually turned on Z-buffering, because I needed to turn it on in the d3d presentation parameters:
Once I did that and added a
to the render loop, it renders correctly.
Wow, so glad I figured this out. I hope this helps others in their explorations of DX