为什么D3DXCreateCylinder使网状着色/材料不起作用?

时间:2011-04-13 05:08:42

标签: c++ directx-9

这个问题是“why D3DXCreateCylinder is not creating a cylinder?”的延续。我能够绘制圆柱体,但它只是绘制为full white

代码如下

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;
    }
}

或下载该项目。 我在这里吸引了我的代码“project code” 我想绘制具有3D阴影的三维阴影,如果默认渲染,通常是任何3D网格。 我不太清楚材料。或者它是显卡的问题(我只是想:D)。

此外,我还可以在哪里获取信息和样本SetRenderState

1 个答案:

答案 0 :(得分:0)

尝试

g_d3d_device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );

目前它默认使用“颜色1”,这是2种可能的顶点颜色中的第一种。