rifter1818 Posted May 9, 2004 Posted May 9, 2004 First off i would like to thank robyDx For his wonderfull tutorial on the subject of skinning animation, i used his source code to start getting my project up and running, slight problem though it doesnt work in full screen mode, ive tried using dbmon and unmannaged debugging and couldnt get any more information with either of them. the problem occers at RootFrame = Mesh.LoadHierarchyFromFile(filesrc, MeshFlags.Managed, Device, alloc, Nothing) 'or if your using robydx's class (Same error on full screen) animazione = Mesh.LoadHierarchyFromFile(filesrc, MeshFlags.Managed, device, alloc, Nothing) the error reads somewhat like this InitializeWorld:Error in the application. -2005530516 (D3DERR_INVALIDCALL) at Microsoft.DirectX.Direct3D.Mesh.LoadHierarchyFromFile(String filename, MeshFlags options, Device device, AllocateHierarchy allocHierarcy, LoadUserData userDataLoader) at W_Logic_RPG.DX9.SkinningMesh..ctor(String filesrc, String texP) in C:\Documents and Settings\Harry\Desktop\Programming\W-Logic RPG\clsDX901.vb:line 1794 at W_Logic_RPG.modWorld.Initialize() in C:\Documents and Settings\Harry\Desktop\Programming\W-Logic RPG\modWorld.vb:line 51 The program '[3748] W-Logic RPG.exe' has exited with code 0 (0x0). Quote
rifter1818 Posted May 10, 2004 Author Posted May 10, 2004 Hmm Doesnt Appear to be fullscreen anymore, But its still crashing at the excact same spot in my application the exact same code seems to work fine in roby dx's and i cant figure out why same code same file?! anyone know of any settings i might have changed that would prevent it from working? Quote
rifter1818 Posted May 13, 2004 Author Posted May 13, 2004 Hmmm no answer yet, Here are all the settings i could find. Device Type: Hardware CreateFlags: HardwareVertexProcessing PresentParameters: MultiSampleQuality: 0 PresentationInterval: Default FullScreenRefreshRateInHz: 0 PresentFlag: None AutoDepthStencilFormat: D16 EnableAutoDepthStencil: True Windowed: False DeviceWindowHandle: 0 DeviceWindow: SwapEffect: Discard MultiSample: None BackBufferCount: 1 BackBufferFormat: A8R8G8B8 BackBufferHeight: 768 BackBufferWidth: 1024 ForceNoMultiThreadedFlag: False Sampler State (0) 'The only One im using DMapOffset: 0 ElementIndex: 0 SrgbTexture: False MaxAnisotropy: 1 MaxMipLevel: 0 MipMapLevelOfDetailBias: 0 MipFilter: None MinFilter: Linear MagFilter: Linear BorderColor: 0 AddressW: Wrap AddressV: Wrap AddressU: Wrap And Finnaly the device render states: AlphaBlendOperation: Add AlphaDestinationBlend: Zero AlphaSourceBlend: One SeparateAlphaBlendEnabled: False BlendFactor: Color [A=255, R=255, G=255, B=255] ColorWriteEnable3: RedGreenBlueAlpha ColorWriteEnable2: RedGreenBlueAlpha ColorWriteEnable1: RedGreenBlueAlpha CounterClockwiseStencilFunction: Always CounterClockwiseStencilPass: Keep CounterClockwiseStencilZBufferFail: Keep CounterClockwiseStencilFail: Keep TwoSidedStencilMode: False EnableAdaptiveTessellation: False AdaptiveTessellateW: 0 AdaptiveTessellateZ: 1 AdaptiveTessellateY: 0 AdaptiveTessellateX: 0 MinTessellationLevel: 1 MaxTessellationLevel: 1 AntiAliasedLineEnable: False DepthBias: 0 SlopeScaleDepthBias: 0 ScissorTestEnable: False NormalDegree: Linear PositionDegree: Cubic BlendOperation: Add TweenFactor: 0 ColorWriteEnable: RedGreenBlueAlpha IndexedVertexBlendEnable: False PointSizeMax: 8192 DebugMonitorTokenEnabled: False PatchEdgeStyle: Discrete MultiSampleMask: -1 MultiSampleAntiAlias: True PointScaleC: 0 PointScaleB: 0 PointScaleA: 1 PointScaleEnable: False PointSpriteEnable: False PointSizeMin: 1 PointSize: 1 VertexBlend: Disable EmissiveMaterialSource: Material AmbientMaterialSource: Material SpecularMaterialSource: Color2 DiffuseMaterialSource: Color1 NormalizeNormals: False LocalViewer: True ColorVertex: True FogVertexMode: None Ambient: Color [A=0, R=0, G=0, B=0] Lighting: True Clipping: True Wrap15: 0 Wrap14: 0 Wrap13: 0 Wrap12: 0 Wrap11: 0 Wrap10: 0 Wrap9: 0 Wrap8: 0 Wrap7: 0 Wrap6: 0 Wrap5: 0 Wrap4: 0 Wrap3: 0 Wrap2: 0 Wrap1: 0 Wrap0: 0 TextureFactor: -1 StencilWriteMask: -1 StencilMask: -1 ReferenceStencil: 0 StencilFunction: Always StencilPass: Keep StencilZBufferFail: Keep StencilFail: Keep StencilEnable: False RangeFogEnable: False FogDensity: 1 FogEnd: 1 FogStart: 0 FogTableMode: None FogColor: Color [A=0, R=0, G=0, B=0] SpecularEnable: False FogEnable: False AlphaBlendEnable: True DitherEnable: True AlphaFunction: Always ReferenceAlpha: 0 ZBufferFunction: LessEqual CullMode: CounterClockwise DestinationBlend: InvSourceAlpha SourceBlend: SourceAlpha LastPixel: True AlphaTestEnable: False ZBufferWriteEnable: True UseWBuffer: False ZBufferEnable: True ShadeMode: Gouraud FillMode: Solid Quote
rifter1818 Posted May 13, 2004 Author Posted May 13, 2004 (edited) The Source Code For the Skinning Animation Im Attaching the code for the class its the same as robyDx's But translated and it works in robydx's sample program (i used this exact code) but with the same files it crashes in mine (see error above).SkinningMeshVB.txt Edited May 13, 2004 by rifter1818 Quote
Kavan Posted May 14, 2004 Posted May 14, 2004 Try setting VS to break into debugger when any exception is thrown (Debug->Exceptions). I hope this helps, I haven't had the time to check your code. Quote
rifter1818 Posted May 23, 2004 Author Posted May 23, 2004 Try setting VS to break into debugger when any exception is thrown (Debug->Exceptions). I hope this helps' date=' I haven't had the time to check your code.[/quote'] Didnt help just stops at the line but nothing seams out of order.. Quote
Kavan Posted May 23, 2004 Posted May 23, 2004 I've taken the time to test your code. It works ok for me. Where do you get an exception. Do you use HAL device? The most common mistake is that your device does not support that many bone weights as are required by the mesh. Quote
rifter1818 Posted May 24, 2004 Author Posted May 24, 2004 Found it I've taken the time to test your code. It works ok for me. Where do you get an exception. Do you use HAL device? The most common mistake is that your device does not support that many bone weights as are required by the mesh. yet again another stupid mistake by me, hardest kind to see, my refrence to the device was wrong Just by passing a few instances of the device to the classes it worked, really wierd that nothing about the device came up in the error message though. *hides from people who spent thier valuable time helping my stupidity* Quote
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