re:
i made some progress now and therefore the problem slightly changed (dont know if i should start a new thread)
since i recognized that the normals in directx hang on the vertices and not on the faces as in the 3d graphic program where ive made the mesh i concentrated on the nomals of the mesh.
mostly every vertex belongs to more faces and i think thats what causes the problem. when e.g. three faces share one vertex the normal for that one is calculated by the intersection of the three normals of the faces that share the vertex. then directx interpolates between two normals that make the same edge. could this be right?
now ive made a new mesh where ive as many normals per vertex as ive faces that share that vertex and it works better
in dxviewer it looks nearly how it should be:
http://www.toomaniac.com/kopi/mesh/dxviewer.gif
but in my program the shading isnt like in the dxviewer (e.g. the lots are missing):
http://www.toomaniac.com/kopi/mesh/program.gif
here are my parameters and my renderstates:
parameters.Windowed = true;
parameters.SwapEffect = SwapEffect.Discard;
parameters.EnableAutoDepthStencil = true;
parameters.AutoDepthStencilFormat = DepthFormat.D16;
dev = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, parameters);
dev.RenderState.ZBufferEnable = true;
dev.RenderState.Lighting = true;
dev.RenderState.CullMode = Cull.None;
dev.RenderState.Ambient = System.Drawing.Color.White;
dev.RenderState.SourceBlend = Blend.SourceAlpha;
dev.RenderState.DestinationBlend = Blend.InvSourceAlpha;
dev.RenderState.ZBufferWriteEnable = true;
dev.RenderState.AlphaBlendEnable = false;
dev.Lights[0].Type = LightType.Directional;
dev.Lights[0].Diffuse = System.Drawing.Color.White;
dev.Lights[0].Direction = new Vector3(-2.0f, -2.0f, -2.0f);
dev.Lights[0].Enabled = true;
dev.Lights[1].Type = LightType.Directional;
dev.Lights[1].Diffuse = System.Drawing.Color.White;
dev.Lights[1].Direction = new Vector3(2.0f, 2.0f, 2.0f);
dev.Lights[1].Enabled = true;
dev.RenderState.Ambient = System.Drawing.Color.FromArgb(0x202020);
loading of the mesh:
mesh = Mesh.FromFile(filename, MeshFlags.SystemMemory, dev, out materials);
meshMaterials = new Material[materials.Length];
for (int i = 0; i < materials.Length; i++)
{
meshMaterials
= materials.Material3D;
meshMaterials.Ambient = meshMaterials.Diffuse;
}
what do i have to do to see my mesh as in the dxviewer?
kopi_b