Graphics.Model

I don't understand if i'm avaliable to load data into Model object myself without Content Pipeline released yet. There are a lot of useful methods in model ( and related ) classes, are they working at this point?
[214 byte] By [hr0nix] at [2007-12-25]
# 1
I don't think so, it doesn't allow me to create Model objects
Puffarbubbole at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 2
Just checked it. It's allowed to create model objects, but there is no public ctor for ModelMesh. So, does anyone knows any good mesh wrapper classes except of SimpleMesh from SpaeWar&
hr0nix at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 3

try this one out

abstract class dont need a public constructor

ModelMesh Ups = new ModelMesh();

ModelMeshPart i_Did_It = new ModelMeshPart();

Ups.BeginDraw();

i_Did_It.Draw();

Ups.EndDraw();

i havent check out but you can load the content in and access the model and the modelparts

but mingle with it

and if you figur it out please post back with the final code

MichaelHansen at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 4
I've just written that @ModelMesh Ups = new ModelMesh();@ is forbidden. There are no ctors defined in ModelMesh(), so г can't instanciate it.
hr0nix at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 5
The Model- types are used by the content pipeline, and are, only created via content pipeline loading. Unfortunately, that makes them less than useful for the Beta.
RickHoskinson-MSFT at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 6
Sometimes you need to generate some procedural meshes, that's making the Model Class (and some other ones) useless, they should be read and write collection ... now i have to define my own mesh and mesh part because i canno write them?
colombod at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 7
Currently, the constructors only exist for the generic versions of the class, and there is no draw functions built in to those classes. In fact, in order to use them, you must create your own load code, drawing code, effect manipulation code, skinning code, and must make about 4 or 5 new classes that inherit skeleton abstract classes.

I'd like to ask a question of my own. If we create a Model class that follows this implementation and has its own draw function, what will happen in the next release of XNA? How will we be able to interface our generic model classes with the content pipeline models?

I've written code to load and render unanimated .X files, and am wondering if its worth just extending the Model types.
leclerc9 at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 8

My impression of the content pipeline is that it's quite different from the normal load and display concept. So I would probably not implement this on my own if it weren't for having to wait 2,3 months for the conent pipeline. But since the shell is closed and no information regarding release date has slipped out I don't know which way to go.

But if I am not going to use the content pipeline I have to wonder if this exercise in XNA is not completely useless, so I have choosen to have faith :)

exal at 2007-9-3 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...