kopi_b Posted March 5, 2006 Posted March 5, 2006 hi i've a problem when i render my meshes with c#. because every mesh is made of triangles, even actually flat faces with more than three vertices have to be devided into more faces. unfortunately this causes the problems when i render the meshes. at the transitions from one of these faces to the next one i've dark areas. the more faces there are the darker are the areas although the mesh is made up of just one material. here is my code and the mesh : http://www.toomaniac.com/kopi/blender/Render_Mesh.rar thx, kopi Quote
Nate Bross Posted March 6, 2006 Posted March 6, 2006 I don't have winRAR here, and don't have permissions ot install it; so without looking at the render I can only guess that your lighting is in such an area that it's casting shadows on your mesh. Quote ~Nate� ___________________________________________ Please use the [vb]/[cs] tags on posted code. Please post solutions you find somewhere else. Follow me on Twitter here.
Voldron Posted March 7, 2006 Posted March 7, 2006 Check the normals on the model itself, this is often the case. Quote
kopi_b Posted March 7, 2006 Author Posted March 7, 2006 (edited) @Nate Bross: this are definitely no shadows @Voldron: i'm pretty sure that it's because of the normals in my 3d graphic program where i've created the mesh the normals are on the faces, in directx the normals are on the vertices. kopi Edited March 7, 2006 by kopi_b Quote
kopi_b Posted March 7, 2006 Author Posted March 7, 2006 re: i made some progress now and therefore the problem slightly changed (don't 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 i've made the mesh i concentrated on the nomals of the mesh. mostly every vertex belongs to more faces and i think that's 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 i've made a new mesh where i've as many normals per vertex as i've 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 isn't 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 Quote
kopi_b Posted March 16, 2006 Author Posted March 16, 2006 re: the problem was this line: dev.Lights[0].Direction = new Vector3(2.0f, 2.0f, 2.0f); the light came in an angle of 45° when i change the direction to a different angle it's much better kopi_b Quote
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