Graphics Programming with Direct X9 (Part 2) by The Game Institute

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Extra resources for Graphics Programming with Direct X9 (Part 2)

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The returned ID3DXMesh interface is also stored in a global array. The adjacency and effect buffers are simply released as we are not using them in this example. Note: D3DXLoadMeshFromX, D3DXLoadMeshFromXInMemory, D3DXLoadMeshFromXof and D3DXLoadMeshFromResource do not support the loading of multiple meshes and arranging them in a hierarchical fashion. It is often the case (as we will see in the next chapter) that an X file may contain a number of mesh objects which may or may not be arranged hierarchically.

30 TeamLRN typedef struct _TEXTURE_ITEM { LPSTR FileName; LPDIRECT3DTEXTURE9 Texture; } TEXTURE_ITEM; // File used to create the texture // The texture pointer itself. The following code loads the X file and immediately releases the returned adjacency and effect instance buffers because they are not needed in this example. After that, we get a pointer to the returned D3DXMATERIAL buffer and start copying the material information to our CScene class D3DMATERIAL9 array and load the textures and into the CScene::m_pTextureList array.

X” , DXFILELOAD_FROMFILE ,&pEnumObject ); The first parameter is actually dependant on the second parameter. In this case, because we are specifying DXFILELOAD_FROMFILE, the first parameter should be the X file name. The third parameter is the address of an IDirectXFileEnumObject interface that will point to a valid enumeration object on function return. Once we have the enumeration object, we can use it to step through the top-level data chunks in the X file. A top-level object in an X file is an object which has no parent, but may or may not have multiple child objects.

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Graphics Programming with Direct X9 (Part 2) by The Game Institute
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