Click to See Complete Forum and Search --> : Geometry shows, but no textures :/


thebuzzards
April 29th, 2009, 03:16 PM
Hi, i'm using visual studio 2008 express, directx9 march 2009 sdk.

I've been following a tutorial for loading textures. (I'm fairly new to d3d).
And with the code written, it renders a square, with what should be a texture which is placed in my debug folder.
Yet when i debug, all i see is a black square. it builds fine with no errors, and runs. But when close the program. it says break or continue

and the error is this:
Unhandled exception at 0x00411d0f in Transforming verticies.exe: 0xC0000005: Access violation reading location 0x00000000.

Help would be great.
Heres my code.


Main.h

/*----------------------------------Include Files-------------------------------------------//
//------------------------------------------------------------------------------------------*/
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

/*----------------define the screen resolution and keyboard macros--------------------------//
//------------------------------------------------------------------------------------------*/
#define SCREEN_WIDTH 1028
#define SCREEN_HEIGHT 720
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DTEXTURE9 texture; // our first texture

struct CUSTOMVERTEX {FLOAT X, Y, Z;
DWORD COLOR;
FLOAT U, V;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the WindowProc function prototype






Main.cpp

#include "main.h"

/*------------------------------------------ Main function ------------------------------------------------//
// the entry point for any Windows program
//---------------------------------------------------------------------------------------------------------*/
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow){
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
//Filling in the windows class structure
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL,"WindowClass","Our Direct3D Program",
WS_OVERLAPPEDWINDOW,0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,NULL,hInstance,NULL);

ShowWindow(hWnd, nCmdShow);

initD3D(hWnd); // set up and initialize Direct3D

MSG msg;

while(TRUE){
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}

if(msg.message == WM_QUIT){
break;
}

render_frame();

if(KEY_DOWN(VK_ESCAPE)){
PostMessage(hWnd, WM_DESTROY, 0, 0);
}
}

cleanD3D();// clean up DirectX and COM

return msg.wParam;
}


/*----------------------------------------Windows Procedure ----------------------------------------------//
this is the main message handler for the program
//---------------------------------------------------------------------------------------------------------*/
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){
switch(message){
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}


/*----------------------------------------initD3D function ------------------------------------------------//
this function initializes and prepares Direct3D for use
//---------------------------------------------------------------------------------------------------------*/
void initD3D(HWND hWnd){

d3d = Direct3DCreate9(D3D_SDK_VERSION);

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;

// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);

init_graphics(); // call the function to initialize the triangle
}


/*----------------------------------------Render Frame function -------------------------------------------//

//---------------------------------------------------------------------------------------------------------*/
void render_frame(void){
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(50, 50, 50), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView

// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection


// select the vertex buffer to display
d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

// copy the vertex buffer to the back buffer
d3ddev->SetTexture(0, texture);

d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

d3ddev->EndScene();

d3ddev->Present(NULL, NULL, NULL, NULL);

return;
}


/*----------------------------------------cleanD3D function ------------------------------------------------//
this is the function that cleans up direct3d and COM
//---------------------------------------------------------------------------------------------------------*/
void cleanD3D(void){
t_buffer->Release(); // close and release the vertex buffer
texture->Release(); // close and release the texture
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}


/*----------------------------------------init_Graphics function ------------------------------------------//
this is the function that puts the 3d models into video RAM
//---------------------------------------------------------------------------------------------------------*/
void init_graphics(void){
IDirect3DTexture9 *texture=NULL;

D3DXCreateTextureFromFile(d3ddev, //Direct3D Device
"DH.png", //File Name
&texture); //Texture handle

// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX t_vert[] =
{
{5, 0, -5, 0xffffffff, 1, 0,},
{-5, 0, -5, 0xffffffff, 0, 0,},
{5, 0, 5, 0xffffffff, 1, 1,},
{-5, 0, 5, 0xffffffff, 0, 1,},
};

// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL);

VOID* pVoid; // a void pointer

// lock t_buffer and load the vertices into it
t_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, t_vert, sizeof(t_vert));
t_buffer->Unlock();

return;
}



Thanks again!

thebuzzards
April 30th, 2009, 12:46 PM
Fixed it, turns out i needed some light ^^