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[ Srki_82 @ 01.12.2004. 01:07 ] @
| Cackao sam malo po Sample Framework (Microsoft DirectX 9.0 SDK Update (October 2004)) i video zgodnu klasicu CDXUTMesh pa sam odlucio da ucitavanje i prikazivanje mesh-eva prepustim toj klasi. Dok sam sve radio sam (kao u tutorijalu gde prikazuje tigra) sve je lepo radilo, ali od kad mi CDXUTMesh pomaze svi mesh-evi su potpuno crni. U cemu je problem?
Evo i jednog malog primera:
Code:
#include "dxstdafx.h"
#include "resource.h"
CDXUTMesh g_Terrain;
D3DXVECTOR3 vecEye(0.5f, 0.7f, -0.6f);
D3DXVECTOR3 vecAt (0.5f, 0.0f, 0.53f);
D3DXVECTOR3 vecUp (0.0F, 1.0F, 0.0f);
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void CALLBACK OnLostDevice();
void CALLBACK OnDestroyDevice();
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCursorSettings( true, true );
DXUTInit( true, true, true );
DXUTCreateWindow( L"FirstGame" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, NULL, NULL );
DXUTMainLoop();
return DXUTGetExitCode();
}
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
HRESULT hr;
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vecEye, &vecAt, &vecUp );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.05f, 100.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
V_RETURN( g_Terrain.Create( pd3dDevice, L"C:\\Terrain.x" ) );
return S_OK;
}
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
g_Terrain.RestoreDeviceObjects( pd3dDevice );
return S_OK;
}
void CALLBACK OnLostDevice()
{
g_Terrain.InvalidateDeviceObjects();
}
void CALLBACK OnDestroyDevice()
{
g_Terrain.Destroy();
}
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
}
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
HRESULT hr;
pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
pd3dDevice->BeginScene();
g_Terrain.UseMeshMaterials( TRUE );
V( g_Terrain.Render( pd3dDevice ));
pd3dDevice->EndScene();
pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Da li neko zna u cemu je problem? U "Terrain.X" fajlu je sve ok. Tu su podaci o vertexima, indexima, normalama, materijalima. Textura je na pravom mestu i ucita se lepo. Kada otvorim "Terrain.X" u Mesh Viewer-u lepo se vidi... da li da i dalje pokusavam da radim sa CDXUTMesh ili mi je bolje da se vratim na stari oprobani nacin? |
[ Reljam @ 01.12.2004. 01:09 ] @
Da li si ukljucio svetlo? Nigde ne vidim light enable.
[ Srki_82 @ 01.12.2004. 07:44 ] @
Mislio sam da je default vrednost za D3DRS_LIGHTING = TRUE i da je dovoljno samo da postavim D3DRS_AMBIENT na 0xffffffff da bi scena bila osvetljena. Tako je radilo dok nisam koristio Sample Framework.
Ok... probao sam i da ukljucim osvetljenje (D3DRS_LIGHTING = TRUE) i nista. Isto je kao i pre.
[ Srki_82 @ 01.12.2004. 23:04 ] @
Ok... nadam se da ce sad neko moci da neki odgovor koji ce mi mozda pomoci.
Hmmmm... ovako sam radio bez Sample Framework-a:
Code:
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPD3DXMESH g_pMesh = NULL;
D3DMATERIAL9* g_pMeshMaterials = NULL;
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL;
DWORD g_dwNumMaterials = 0L;
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
return S_OK;
}
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
if( FAILED( D3DXLoadMeshFromX( "C:\\Terrain.X", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
return E_FAIL;
}
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
g_pMeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
d3dxMaterials[i].pTextureFilename,
&g_pMeshTextures[i] ) ) )
{
const TCHAR* strPrefix = TEXT("..\\");
const int lenPrefix = lstrlen( strPrefix );
TCHAR strTexture[MAX_PATH];
lstrcpyn( strTexture, strPrefix, MAX_PATH );
lstrcpyn( strTexture + lenPrefix, d3dxMaterials[i].pTextureFilename, MAX_PATH - lenPrefix );
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
strTexture,
&g_pMeshTextures[i] ) ) )
{
MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK);
}
}
}
}
pD3DXMtrlBuffer->Release();
return S_OK;
}
VOID Cleanup()
{
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;
if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures[i] )
g_pMeshTextures[i]->Release();
}
delete[] g_pMeshTextures;
}
if( g_pMesh != NULL )
g_pMesh->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
VOID SetupMatrices()
{
D3DXVECTOR3 vEyePt( 0.5f, 0.7f,-0.60f );
D3DXVECTOR3 vLookatPt( 0.5f, 0.0f, 0.53f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.001f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
g_pMesh->DrawSubset( i );
}
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 06: Meshes",
WS_OVERLAPPEDWINDOW, 100, 100, 640, 480,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
i rezultat je ovakav
Ovako izgleda sa Sample Framework-om:
Code:
#include "dxstdafx.h"
#include "resource.h"
CDXUTMesh g_Terrain;
D3DXVECTOR3 vecEye(0.5f, 0.7f, -0.6f);
D3DXVECTOR3 vecAt (0.5f, 0.0f, 0.53f);
D3DXVECTOR3 vecUp (0.0F, 1.0F, 0.0f);
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
void CALLBACK OnLostDevice();
void CALLBACK OnDestroyDevice();
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCursorSettings( true, true );
DXUTInit( true, true, true );
DXUTCreateWindow( L"FirstGame" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, NULL, NULL );
DXUTMainLoop();
return DXUTGetExitCode();
}
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
HRESULT hr;
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vecEye, &vecAt, &vecUp );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.001f, 100.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
V_RETURN( g_Terrain.Create( pd3dDevice, L"C:\\Terrain.X" ) );
return S_OK;
}
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
{
g_Terrain.RestoreDeviceObjects( pd3dDevice );
return S_OK;
}
void CALLBACK OnLostDevice()
{
g_Terrain.InvalidateDeviceObjects();
}
void CALLBACK OnDestroyDevice()
{
g_Terrain.Destroy();
}
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
}
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
{
HRESULT hr;
pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
pd3dDevice->BeginScene();
V( g_Terrain.Render( pd3dDevice ));
pd3dDevice->EndScene();
pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
i rezultat je
Sta nije dobro u drugom slucaju pa je sve crno?
P.S. Ovo je mesh koji koristim (324kb) http://www.geocities.com/srki_82/Mesh.zip
I mesh i textura treba da budu u C:\ da bi radilo lepo jer ih tamo program trazi, a u X fajlu je definisano da se textura nalazi bas u C:\
[ Reljam @ 01.12.2004. 23:48 ] @
Cekaj, ti nigde ne ucitavas teksturu - DXUTMesh ti nece sam ucitati teksture, on ce samo da ti ucita materijale. Probaj da rucno ucitas teksturu i da je namestis sa SetTexture pre iscrtavanja.
[ Srki_82 @ 02.12.2004. 00:09 ] @
Pa CDXUTMesh ucitava texture i postavlja ih pre rendera:
Code:
HRESULT CDXUTMesh::Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename )
{
WCHAR strPath[MAX_PATH];
LPD3DXBUFFER pAdjacencyBuffer = NULL;
LPD3DXBUFFER pMtrlBuffer = NULL;
HRESULT hr;
// Find the path for the file, and convert it to ANSI (for the D3DX API)
DXUTFindDXSDKMediaFileCch( strPath, sizeof(strPath) / sizeof(WCHAR), strFilename );
// Load the mesh
if( FAILED( hr = D3DXLoadMeshFromX( strPath, D3DXMESH_SYSTEMMEM, pd3dDevice,
&pAdjacencyBuffer, &pMtrlBuffer, NULL,
&m_dwNumMaterials, &m_pSysMemMesh ) ) )
{
return hr;
}
// Optimize the mesh for performance
if( FAILED( hr = m_pSysMemMesh->OptimizeInplace(
D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
(DWORD*)pAdjacencyBuffer->GetBufferPointer(), NULL, NULL, NULL ) ) )
{
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pMtrlBuffer );
return hr;
}
// Set strPath to the path of the mesh file
WCHAR *pLastBSlash = wcsrchr( strPath, L'\\' );
if( pLastBSlash )
*(pLastBSlash + 1) = L'\0';
else
*strPath = L'\0';
hr = CreateMaterials( strPath, pd3dDevice, pAdjacencyBuffer, pMtrlBuffer );
SAFE_RELEASE( pAdjacencyBuffer );
SAFE_RELEASE( pMtrlBuffer );
return hr;
}
Code:
HRESULT CDXUTMesh::CreateMaterials( LPCWSTR strPath, IDirect3DDevice9 *pd3dDevice, ID3DXBuffer *pAdjacencyBuffer, ID3DXBuffer *pMtrlBuffer )
{
// Get material info for the mesh
// Get the array of materials out of the buffer
if( pMtrlBuffer && m_dwNumMaterials > 0 )
{
// Allocate memory for the materials and textures
D3DXMATERIAL* d3dxMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
m_pMaterials = new D3DMATERIAL9[m_dwNumMaterials];
if( m_pMaterials == NULL )
return E_OUTOFMEMORY;
m_pTextures = new LPDIRECT3DBASETEXTURE9[m_dwNumMaterials];
if( m_pTextures == NULL )
return E_OUTOFMEMORY;
// Copy each material and create its texture
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
// Copy the material
m_pMaterials[i] = d3dxMtrls[i].MatD3D;
m_pTextures[i] = NULL;
// Create a texture
if( d3dxMtrls[i].pTextureFilename )
{
WCHAR strTexture[MAX_PATH];
WCHAR strTextureTemp[MAX_PATH];
D3DXIMAGE_INFO ImgInfo;
// First attempt to look for texture in the same folder as the input folder.
MultiByteToWideChar( CP_ACP, 0, d3dxMtrls[i].pTextureFilename, -1, strTextureTemp, MAX_PATH );
strTextureTemp[MAX_PATH-1] = 0;
wcsncpy( strTexture, strPath, MAX_PATH );
lstrcatW( strTexture, strTextureTemp );
// Inspect the texture file to determine the texture type.
if( FAILED( D3DXGetImageInfoFromFile( strTexture, &ImgInfo ) ) )
{
// Search the media folder
if( FAILED( DXUTFindDXSDKMediaFileCch( strTexture, MAX_PATH, strTextureTemp ) ) )
continue; // Can't find. Skip.
D3DXGetImageInfoFromFile( strTexture, &ImgInfo );
}
// Call the appropriate loader according to the texture type.
switch( ImgInfo.ResourceType )
{
case D3DRTYPE_TEXTURE:
{
IDirect3DTexture9 *pTex;
if( SUCCEEDED( D3DXCreateTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
{
// Obtain the base texture interface
pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
// Release the specialized instance
pTex->Release();
}
break;
}
case D3DRTYPE_CUBETEXTURE:
{
IDirect3DCubeTexture9 *pTex;
if( SUCCEEDED( D3DXCreateCubeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
{
// Obtain the base texture interface
pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
// Release the specialized instance
pTex->Release();
}
break;
}
case D3DRTYPE_VOLUMETEXTURE:
{
IDirect3DVolumeTexture9 *pTex;
if( SUCCEEDED( D3DXCreateVolumeTextureFromFile( pd3dDevice, strTexture, &pTex ) ) )
{
// Obtain the base texture interface
pTex->QueryInterface( IID_IDirect3DBaseTexture9, (LPVOID*)&m_pTextures[i] );
// Release the specialized instance
pTex->Release();
}
break;
}
}
}
}
}
return S_OK;
}
Code:
HRESULT CDXUTMesh::Render( LPDIRECT3DDEVICE9 pd3dDevice, bool bDrawOpaqueSubsets,
bool bDrawAlphaSubsets )
{
if( NULL == m_pLocalMesh )
return E_FAIL;
// Frist, draw the subsets without alpha
if( bDrawOpaqueSubsets )
{
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
if( m_bUseMaterials )
{
if( m_pMaterials[i].Diffuse.a < 1.0f )
continue;
pd3dDevice->SetMaterial( &m_pMaterials[i] );
pd3dDevice->SetTexture( 0, m_pTextures[i] );
}
m_pLocalMesh->DrawSubset( i );
}
}
// Then, draw the subsets with alpha
if( bDrawAlphaSubsets && m_bUseMaterials )
{
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
if( m_pMaterials[i].Diffuse.a == 1.0f )
continue;
// Set the material and texture
pd3dDevice->SetMaterial( &m_pMaterials[i] );
pd3dDevice->SetTexture( 0, m_pTextures[i] );
m_pLocalMesh->DrawSubset( i );
}
}
return S_OK;
}
I ako sam postavim texturu pre rendera CDXUTMesh ce ponovo postaviti onu koju je on ucitao. Sve deluje dobro... a ne radi.
[ Reljam @ 02.12.2004. 00:13 ] @
Ok, proveri samo prvo da li je DXUT stvarno ucitao teksturu - stavi breakpoint na pd3dDevice->SetTexture( 0, m_pTextures ); u CDXUTMesh::Render
i pogledaj da li je m_pTextures NULL. Moguce je da DXUT nije nasao teksturu.
Ako nije NULL i ako i dalje ne radi, posalji mi ceo projekat ili ga zakaci negde na web, pa cu da pogledam o cemu se radi.
[ Srki_82 @ 02.12.2004. 00:30 ] @
Nasao sam sta je :) Od tolikog obracanja na texturu zaboravio sam da pogledam koje se vrednosti nalaze za Diffuse i Ambient u materijalu. Kao sto predpostavljas Ambient je crna boja :P Kada sam je podesio da bude kao Diffuse sve radi kako treba i sad konacno mogu da odem na spavanje :)
Hvala ti, Relja... izvini sto sam te davio zbog ove sitnice.
[ Reljam @ 02.12.2004. 00:33 ] @
Ma jok, nema veze :)
Uvek se dese tako neke sitne gluposti, zato ljudi i rade code review-ove: ono sto promakne jednom, u vecini slucajeva nece drugom.
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