一.ID3DXBuffer
二.XFile
加载XFile
示例
HRESULT hr = 0;
//
// Load the XFile data.
//
ID3DXBuffer* adjBuffer = 0;
ID3DXBuffer* mtrlBuffer = 0;
DWORD numMtrls = 0;
hr = D3DXLoadMeshFromX(
"bigship1.x",
D3DXMESH_MANAGED,
Device,
&adjBuffer,
&mtrlBuffer,
0,
&numMtrls,
&Mesh);
if(FAILED(hr))
{
::MessageBox(0, "D3DXLoadMeshFromX() - FAILED", 0, 0);
return false;
}
//
// Extract the materials, and load textures.
//
if( mtrlBuffer != 0 && numMtrls != 0 )
{
D3DXMATERIAL* mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();
for(int i = 0; i < numMtrls; i++)
{
// the MatD3D property doesn't have an ambient value set
// when its loaded, so set it now:
mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse;
// save the ith material
Mtrls.push_back( mtrls[i].MatD3D );
// check if the ith material has an associative texture
if( mtrls[i].pTextureFilename != 0 )
{
// yes, load the texture for the ith subset
IDirect3DTexture9* tex = 0;
D3DXCreateTextureFromFile(
Device,
mtrls[i].pTextureFilename,
&tex);
// save the loaded texture
Textures.push_back( tex );
}
else
{
// no texture for the ith subset
Textures.push_back( 0 );
}
}
}
Device->BeginScene();
for(int i = 0; i < Mtrls.size(); i++)
{
Device->SetMaterial( &Mtrls[i] );
//Device->SetTexture(0, Textures[i]);
Mesh->DrawSubset(i);
}
Device->EndScene();