为什么D3DXCreateCylinder做网格着色/材质不工作? [英] why D3DXCreateCylinder made mesh coloring/material is not working?
问题描述
这个问题是
我想画它有3D阴影通常任何3D网格如果呈现默认情况下。
我不太清楚材料。或者是显卡的问题(我只是想:D)。
此外,我在哪里可以获得信息和示例abt SetRenderState
尝试
code> g_d3d_device-> SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,D3DMCS_MATERIAL);
此时,它默认使用Color 1,它是2个可能顶点中的第一个颜色。
This question is in continuation of "why D3DXCreateCylinder is not creating a cylinder?". I m able to draw the cylinder but it is only drawing it as .
The code is as follows
void draw_Cylinder(void){
D3DXMATRIX rot_matrix;
D3DXMATRIX trans_matrix;
D3DXMATRIX world_matrix;
static float rot_triangle=0.0f;
static float rot_triangle2=0.0f;
D3DXMatrixRotationY(&rot_matrix,rot_triangle); //Rotate the cylinder
D3DXMatrixRotationX(&rot_matrix,rot_triangle2); //Rotate the cylinder
D3DXMatrixTranslation(&trans_matrix,2.0f,0,20.0f); //Shift it 2 units to the left
D3DXMatrixMultiply(&world_matrix,&rot_matrix,&trans_matrix);
D3DMATERIAL9 material;// = new D3DMATERIAL9();
ZeroMemory( &material, sizeof(D3DMATERIAL9) );
// Set the RGBA for diffuse reflection.
material.Diffuse.r = 0.5f;
material.Diffuse.g = 0.0f;
material.Diffuse.b = 0.5f;
material.Diffuse.a = 1.0f;
// Set the RGBA for ambient reflection.
material.Ambient.r = 0.5f;
material.Ambient.g = 0.0f;
material.Ambient.b = 0.5f;
material.Ambient.a = 1.0f;
// Set the color and sharpness of specular highlights.
material.Specular.r = 1.0f;
material.Specular.g = 1.0f;
material.Specular.b = 1.0f;
material.Specular.a = 1.0f;
material.Power = 2.0f;
// Set the RGBA for emissive color.
material.Emissive.r = 0.0f;
material.Emissive.g = 0.0f;
material.Emissive.b = 0.0f;
material.Emissive.a = 0.0f;
g_d3d_device->SetMaterial(&material);
g_d3d_device->SetTexture(0,NULL);
g_d3d_device->SetTransform(D3DTS_WORLD,&world_matrix);
m_ppMeshCylinder->DrawSubset(0);
////Render from our Vertex Buffer
//g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, //PrimitiveType
// 0, //StartVertex
// g_pyramid_count); //PrimitiveCount
rot_triangle+=0.0007f;
if(rot_triangle > D3DX_PI*2)
{
rot_triangle-=D3DX_PI*2;
}
rot_triangle2+=0.0007f;
if(rot_triangle2 > D3DX_PI*2)
{
rot_triangle2-=D3DX_PI*2;
}
}
or download the project. I have attracted my codes here "project code" I want to draw it having 3D shades what generally any 3D mesh has if rendered by default. I am not nicely aware of materials. Or is it the problem with graphics card (I just thought :D ).
In addition where can I get information and samples abt SetRenderState
Try
g_d3d_device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );
At the moment it is defaulting to using "Color 1" which is the first of the 2 possible vertex colours.
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