mesh not rendering
I set up my camera matrix to look at the origin. Then in my render loop I transform to the cameras matrix
d3d->GetDevice()->SetTransform(D3DTS_VIEW, camera.GetViewMatrix());
begin the scene and set the render state.
d3d->BeginScene();
d3d->GetDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
then transform to the meshes matrix
d3d->GetDevice()->SetTransform(D3DTS_WORLD, m_Object->GetMatrix());
and render the mesh
m_Object->Render(d3d->GetDevice(), &meshes[m_Object->GetMesh()]);
end the scene.
nothing shows up on the screen, I took a look in the debugger and
everything is positioned where it should be, is this not the proper way
to set up the render loop.
[738 byte] By [
4B7] at [2007-12-22]
This is posted in the incorrect forum, and will be moved to the DirectX forum.
(It appears to be some DirectX code, my apologese if the thread moved does not fit in the appropriate forum)
yes the samples work fine. I have not gotten much into lighting so I do
not know if I have it set up properly. I added another line
before I tried to render the mesh
d3d->GetDevice()->SetRenderState(D3DRS_LIGHTING, FALSE);
this had no effect. Do I have to have lighting enabled in order to render?
4B7 at 2007-8-30 >

I went back and took a look at how I had set up the projection matrix
after setting the lighting and there was a problem with how it was set.
Disabling the lighting and fixing the projection matrix resovled all
the issues
Do you have any advice on a good place to learn about lighting?
Thanks for the help.
4B7 at 2007-8-30 >

Here's another idea: check if you haven't forgotten some of the following:
-Set the CustomVertexFormat (SetFVF Function or SetVertexShaderFunction for DX8) (you havent forgotten this, have you)
-Set the TextureStageStages to disable alpha operations and set the desired color operation (using texture factor or diffuse coloring is easyest)
-Set tne far clip plane in the camera matrix creation function to a bigger value (in the D3DXMatrixPerspectiveFOV or D3DXMatrixOrtho functions)
-Check the parameters in the DrawPrimitive Function (if you are using DrawIndexedPrimitive, check also these in SetStreamSource)
-If using no textures and materials, SetTextute(NULL) and SetMaterial(NULL). Just in case :)
-Well, heh this also may do the trick - check if the object you are rendering's scaling is not too small or too large. I have had you problem and the reason there was nothing rendered, was that the mesh I was rendering (3ds export from 3dsMax) was too large to be viewed
-Are you quite sure you're looking into the mesh?
Well, I hope any of this was in aid :)