Just another progress update…

The above is a screen capture from the windows version of my current code-base. Blender-heads will recognise the (slightly distorted) image of Suzanne, the built-in Blender equivalent to the teapot model.
PIX was able to show me that I was not passing my transformation matrices to the correct parameter in the vertex shader. As a result they all defaulted to empty matrices and every vertex position output from it was then (0,0,0). I was simply telling my effect technique to use the wrong vertex shader in my .fx file, and that shader expected the “WorldViewProjection” parameter. Unfortunately, I was populating the “World”, “View” and “Projection” parameters!
After fixing the error in my .fx file, I managed to render something. And a quick Visual C# debug session later, I realised that I had a silly bug in the parsing code I use to pull the data out of the Collada files. And now I can render a monkey!
There’s clearly some work to be done to fix the distortion issues above but real progress has been made. I’ll fix those issues, tidy up the code and probably release a simple demo just for people who are interested.
I’ll be continuing the Blender and XNA series soon which should help those who wonder how I have achieved the above.
I’ve posted an update to this.

Looks neat. I will be checking out the demo.
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