![]() Int cpCount1 = mesh->GetControlPointsCount() įbxsdk::FbxVector4 *controlPoints = mesh->GetControlPoints() įor (int i = 0 i GetPolygonVertexCount() įor (int j = 0 j GetPolygonVertex(i, j) įloat x = controlPoints.mData įloat y = controlPoints.mData įloat z = controlPoints. ![]() Int childCount = lRootNode->GetChildCount() Ĭonst char* nodeName1 = node1->GetName() įbxsdk::FbxMesh *mesh = node1->GetMesh() Selection of software according to 'Directx 11 fbx' topic. Does anyone know of any software to allow me to do this Convert a.fbx to a.x model. The next window asks if you want to 'Add the Explorer shell extension for ADSK FBX Converter 2013'. If you want to specify another location, click Browse to launch the file browser. LScene = FbxScene::Create(lSdkManager, "myScene") įbxNode* lRootNode = lScene->GetRootNode() I'm trying to convert a.fbx model to a.x for use in my DirectX 9 project. The next window shows the recommended installation location for the FBX Converter. ![]() Printf("Error returned: %s\n\n", lImporter->GetStatus().GetErrorString()) The Autodesk FBX SDK is a complex beast, so this is challenging to do robustly. ![]() Printf("Call to FbxImporter::Initialize() failed.\n") LImporter = FbxImporter::Create(lSdkManager, "") īool lImportStatus = lImporter->Initialize(lFilename, -1, lSdkManager->GetIOSettings()) What do I need to modify to get the render right? #pragma once I did multiply the Z values by -1, though. I wrote a controller for doing that and passing the vertex and index buffer to the DX11 renderer, the output should look like a cube but it is not, I only see triangles that don't make sense. Ok, I'm still trying to figure out how to correctly import FBX vertex and index buffer into DirectX 11.
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