Hi All,
I need help with a black mesh.
In the scene, If i see inside the mesh, i see the materials, but outside is black.
What happend
Thank at all.
Sorry for my english.
Hi All,
I need help with a black mesh.
In the scene, If i see inside the mesh, i see the materials, but outside is black.
What happend
Thank at all.
Sorry for my english.
Mesh black
isdelnorte
Try changing your culling direction - if you have counterclockwise cahnge to clockwise.
Otherwise put a screenshot somewhere - its easier to guess what is wrong from a screen shot.
Steven Johnson
If you can see it from both the inside and out, it sounds like you've turned off culling or the mesh is double sided - that is, each triangle has a duplicate facing the other direction. Unless one of these is the case you shouldn't be able to see the model from the inside.
If the model is double-sided, then switching the culling order as others suggest should solve the problem. The default culling state (D3DRS_CULLMODE in c++, Device.RenderStateManager.Cull in managed code) is set to cull counterclockwise triangles (D3DCULL_CCW / Cull.CounterClockwise). Try changing this to D3DCULL_CW to cull clockwise triangles, or restoring the state to D3DCULL_CCW if you are already setting it to some other value.
How is your lighting set up, and your view matrix If you are viewing the model from a fixed position and rotating the model, it could just be that your lighting does not illuminate the side that you are viewing the model from. If the lights are set to properly illuminate the model from the view position, then it is also possible that the normals of your mesh are pointing in the wrong direction. This can sometimes be the case if you are loading geometry that was originally created with a right handed coordinate system instead of a left handed coordinate system as Direct3D uses.
If that doesn't help at all, a picture would help us see what is going on, as well as the code you use to set up your lighting and transformations (view and projection, in particular), and any renderstates you are setting.
Robert Dunlop
Microsoft DirectX MVP
www.directxzone.org
programmer1
There's no relationship between the mesh and the cube map.
The only slight connection is that the mesh must have correct normals setup so that the correct pixel in the sub map can be looked up.
The first test would be to try a mesh that D3D created using Mesh.Box/Sphere/Cylinder/Teapot (managed) D3DXCreateBox/Sphere/etc
If those work then yes I would suspect something is up with your mesh.
There's no reason not to use a mesh.
There are many tools to create meshes see http://www.gamedev.net/community/forums/topic.asp topic_id=202348
AWAL
As Andy suggested, please place a screenshot somewhere like imageshack.
Mariano Triñanes
thank for your attention.-
I think what my error is in the mesh. I probe all the solutions and nothing.
I began my work with an example: using cube maps.
What relationship exist between the cube maps and the mesh
How i can create mesh, what tool i can use
Is a good idea use mesh
Bye and thank again.