我在pSwapChain->Present()
期间收到错误,我无法调试。
我正在利用DXUT示例并构建OBJ加载程序。为此,我从SDKmesh
类复制功能并使用tiny_obj_loader
类加载obj文件。
我得到的错误是
Exception thrown at 0x00007FF89DC288A8 (nvwgf2umx.dll) in test.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.
我导入obj的测试代码如下。
我确实意识到我愚蠢地将tiny_obj_loader结构转换为ID3D11Buffers。但我希望tiny_obj_loader至少尝试复制那些缓冲结构。或者我需要一个更好的obj导入库?任何人都可以推荐一款与DirectX兼容的产品吗?
bool DXUTModel::LoadOBJ(std::string object_file)
{
IModel::LoadOBJ(object_file);
int num_vertices = attrib.vertices.size();
int num_indices = shapes[0].mesh.indices.size();
g_Mesh11.m_ppVertices = (BYTE**)&attrib.vertices;
g_Mesh11.m_ppIndices = (BYTE**)&shapes[0].mesh.indices;
g_Mesh11.m_pMaterialArray = new SDKMESH_MATERIAL;
std::wstring strPath = L"Media\\Base_skin.dds";
if (FAILED(DXUTGetGlobalResourceCache().CreateTextureFromFile(dxCtr->m_pDevice, dxCtr->m_pImmediateContext, strPath.c_str(), &g_Mesh11.m_pMaterialArray->pDiffuseRV11,true)))
g_Mesh11.m_pMaterialArray->pDiffuseRV11 = (ID3D11ShaderResourceView*)ERROR_RESOURCE_VALUE;
//Set Vertex Buffer Array
g_Mesh11.m_pMeshArray = new SDKMESH_MESH;
g_Mesh11.m_pVertexBufferArray = new SDKMESH_VERTEX_BUFFER_HEADER;
g_Mesh11.m_pMeshArray[0].VertexBuffers[0] = 0;
g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].pVB11 = (ID3D11Buffer*)&attrib.vertices;
g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].StrideBytes = 32;
//Set Index Buffer array
g_Mesh11.m_pMeshArray[0].IndexBuffer = 0;
g_Mesh11.m_pIndexBufferArray = new SDKMESH_INDEX_BUFFER_HEADER;
g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].IndexType = IT_16BIT;
g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].pIB11 = (ID3D11Buffer*)&shapes[0].mesh.indices;
//Set subset
SDKMESH_SUBSET v_subset;
v_subset.MaterialID = 0;
v_subset.PrimitiveType = PT_TRIANGLE_LIST;
v_subset.IndexCount = shapes[0].mesh.indices.size();
v_subset.VertexCount = attrib.vertices.size();
v_subset.VertexStart = 0;
v_subset.IndexStart = 0;
g_Mesh11.m_pMeshArray[0].pSubsets = new UINT;
g_Mesh11.m_pMeshArray[0].pSubsets[0] = 0;
g_Mesh11.m_pMeshArray[0].NumSubsets = 1;
g_Mesh11.m_pSubsetArray = new SDKMESH_SUBSET;
g_Mesh11.m_pSubsetArray[g_Mesh11.m_pMeshArray[0].pSubsets[0]] = v_subset;
return true;
}
答案 0 :(得分:0)
我似乎修复了替换的初始错误:
//g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].pVB11 = (ID3D11Buffer*)&attrib.vertices;
//g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].pIB11 = (ID3D11Buffer*)&shapes[0].mesh.indices;
使用:
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = (UINT)(attrib.vertices.size()*4);
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = &attrib.vertices[0];
dxCtr->m_pDevice->CreateBuffer(&bufferDesc, &InitData, &g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].pVB11);
g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].StrideBytes = 32;
g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].SizeBytes = attrib.vertices.size() * 4;
//Set Index Buffer array
g_Mesh11.m_pMeshArray[0].IndexBuffer = 0;
g_Mesh11.m_pIndexBufferArray = new SDKMESH_INDEX_BUFFER_HEADER;
g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].IndexType = IT_16BIT;
D3D11_BUFFER_DESC bufferDesc2;
bufferDesc2.ByteWidth = (UINT)(shapes[0].mesh.indices.size());
bufferDesc2.Usage = D3D11_USAGE_DEFAULT;
bufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc2.CPUAccessFlags = 0;
bufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA InitData2;
InitData2.pSysMem = &shapes[0].mesh.indices[0];
dxCtr->m_pDevice->CreateBuffer(&bufferDesc, &InitData2, &g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].pIB11);
g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].SizeBytes = shapes[0].mesh.indices.size();
它正在绘制一些东西,它不漂亮,但它有一个纹理。当我让它正常工作时会发布代码