Loading of X files?
easy way to load an X file into one. Previously with D3D9 there was a
D3DX function calledD3DXLoadMeshFromX to do this. Will similar functionality be included for D3D10 or should we handle X file loading on our own?
easy way to load an X file into one. Previously with D3D9 there was a
D3DX function calledD3DXLoadMeshFromX to do this. Will similar functionality be included for D3D10 or should we handle X file loading on our own?
My understanding is that the DX team are focussing on the core runtime for now (which, as a system component, must be synchronized with Windows Vista's launch) and that D3DX10 will be ramped up in the future.
I've not bothered using it myself but I think DXUT10 contains a ".sdkmesh" loader/class and a tool to convert from .X to .SDKMESH.
I personally rolled my own D3DX9 to D3DX10 conversion code that is doing the trick for me right now. Have a look at my developer journal entry here...
If you drop the above code into your project you can use all of the existing D3DX mesh functions (including D3DXLoadMeshFromX) and then convert it to an ID3DX10Mesh in order to render it via Direct3D 10.
There was always the hope that .X would eventually die and be replaced by something bigger and better in D3D10, which I suppose is still a possibility ![]()
hth
Jack
Hi!
Just wanted to ask, will there be support functions for the X file format in June 2007 update? And in case they won't how long should we wait? ![]()
No there are no X File functions in the new SDK.
Personally I would stop waiting for it. The X file format was build long time ago and it doesn’t fit very well with the requirements for today’s render processes. Therefore I don’t expect that we will see it in the SDK.
As much as this sucks it isn't a surprise. I wanted those functions in DX10 too, and all it is is a simple cut/paste of code from DX9 to DX10. Instead, they let that file format die and make us "practice" with .sdkmesh? Why would I do that if its gonna die in 5 years which it will? Problem is, it doesn't fit the requirements of today's render processes if you are doing high-end games. But as a simple, light 3D file format for mesh, textures and shaders it fits well. The thing I can't understand is, obviously big game studios roll their own 3D file format, so they are never gonna use .X or .sdkmesh. So why waste time to create/use .sdkmesh at all if it will just be abandoned when the next change of SDK management occurs? Guess I'll be sticking with strictly DX9 for at least a year or two. I don't want to finish a project using a DX9 and DX10 mix.