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[다이렉트SDK 예제]DirectX Tutorial5 - Meshes 본문

Programming/DirectX

[다이렉트SDK 예제]DirectX Tutorial5 - Meshes

Programmer. 2016. 4. 15. 19:54

이번 포스팅에서는 Meshes에 대해서 포스팅 하겠습니다.


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//-----------------------------------------------------------------------------
// File: Meshes.cpp
//
// Desc: For advanced geometry, most apps will prefer to load pre-authored
//       Meshes from a file. Fortunately, when using Meshes, D3DX does most of
//       the work for this, parsing a geometry file and creating vertx buffers
//       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
//       object, including loading it from a file and rendering it. One thing
//       D3DX does not handle for us is the materials and textures for a mesh,
//       so note that we have to handle those manually.
//
//       Note: one advanced (but nice) feature that we don't show here is that
//       when cloning a mesh we can specify the FVF. So, regardless of how the
//       mesh was authored, we can add/remove normals, add more texture
//       coordinate sets (for multi-texturing), etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 // disable deprecated warning 
#include <strsafe.h>
#pragma warning( default : 4996 )
 
 
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position; // The 3D position for the vertex
    D3DXVECTOR3 normal;   // The surface normal for the vertex
};
 
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9         g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9   g_pd3dDevice = NULL; // Our rendering device
 
//////////////////////////////////////////////////////////////////////////// 이부분을 여러개 하면 모델이 여러개 나옴.
LPD3DXMESH          g_pMesh = NULL; // Our mesh object in sysmem                    
D3DMATERIAL9*       g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh
DWORD               g_dwNumMaterials = 0L;   // Number of mesh materials        //동적 할당을 위해서
 
////////////////////////////////////////////////////////////////////////////
 
BOOL RIGHT = FALSE;
BOOL LEFT = FALSE;
BOOL UP = FALSE;
BOOL DOWN = FALSE;
BOOL SPACE = FALSE;
 
FLOAT left_rotation = 0;
FLOAT right_rotation = 0;
 
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;
 
    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof( d3dpp ) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
 
    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }
 
    // Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
 
    // Turn on ambient lighting 
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
 
    return S_OK;
}
 
 
 
 
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
 
    LPD3DXBUFFER pD3DXMtrlBuffer;
 
    // Load the mesh from the specified file
    if( FAILED( D3DXLoadMeshFromX( L"heli.x", D3DXMESH_SYSTEMMEM,
                                   g_pd3dDevice, NULL,
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                   &g_pMesh ) ) )//X 파일로 부터 불러옴. Vertex 버퍼가 없는데 얘가 다 만들어줌.
    {
        // If model is not in current folder, try parent folder
        if( FAILED( D3DXLoadMeshFromX( L"..\\heli.x", D3DXMESH_SYSTEMMEM,
                                       g_pd3dDevice, NULL,
                                       &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                       &g_pMesh ) ) )
        {
            MessageBox( NULL, L"Could not find tiger.x", L"Meshes.exe", MB_OK );
            return E_FAIL;
        }
    }
 
    // We need to extract the material properties and texture names from the 텍스처는 따로뺌. 최적화를 위해서
    // pD3DXMtrlBuffer
    D3DXMATERIAL* d3dxMaterials = ( D3DXMATERIAL* )pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    if( g_pMeshMaterials == NULL )
        return E_OUTOFMEMORY;
    g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
    if( g_pMeshTextures == NULL )
        return E_OUTOFMEMORY;
 
    for( DWORD i = 0; i < g_dwNumMaterials; i++ )
    {
        // Copy the material
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
 
        // Set the ambient color for the material (D3DX does not do this)
        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
 
        g_pMeshTextures[i] = NULL;
        if( d3dxMaterials[i].pTextureFilename != NULL &&
            lstrlenA( d3dxMaterials[i].pTextureFilename ) > )
        {
            // Create the texture
            if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                    d3dxMaterials[i].pTextureFilename,
                                                    &g_pMeshTextures[i] ) ) )
            {
                // If texture is not in current folder, try parent folder
                const CHAR* strPrefix = "..\\";
                CHAR strTexture[MAX_PATH];
                strcpy_s( strTexture, MAX_PATH, strPrefix );
                strcat_s( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                // If texture is not in current folder, try parent folder
                if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                        strTexture,
                                                        &g_pMeshTextures[i] ) ) )
                {
                    MessageBox( NULL, L"Could not find texture map", L"Meshes.exe", MB_OK );
                }
            }
        }
    }
    // Done with the material buffer
    pD3DXMtrlBuffer->Release();
    return S_OK;
}
 
 
 
 
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pMeshMaterials != NULL )
        delete[] g_pMeshMaterials;
 
    if( g_pMeshTextures )
    {
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            if( g_pMeshTextures[i] )
                g_pMeshTextures[i]->Release();
        }
        delete[] g_pMeshTextures;
    }
    if( g_pMesh != NULL )
        g_pMesh->Release();
 
    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();
 
    if( g_pD3D != NULL )
        g_pD3D->Release();
}
 
 
 
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    static float a = 0;
    static float b = 0;
    static float c = 0;
    static float d = 0;
    if (left_rotation < -4)
        left_rotation = 0;
    if (right_rotation > 4)
        right_rotation = 0;
    //if (a >4)
    //    a = 0;
    //if (c > 4)
    //    c = 0;
    //if (b > 4)
    //    b = 0;
    left_rotation =-90;
    right_rotation = 90;
    
 
    // Set up world matrix
    D3DXMATRIXA16 matWorld;
    
    D3DXMATRIXA16 Rotation;
    D3DXMATRIXA16 Moving;
    D3DXMATRIXA16 Rotation_RIGHT;
 
    //D3DXMatrixRotationY(&Rotation,270);
    D3DXMatrixTranslation(&matWorld, 0,0,0);
    //D3DXMatrixMultiply(&matWorld, &matWorld, &Moving);
    //D3DXMatrixMultiply(&matWorld, &matWorld ,&Rotation);
    //D3DXMatrixMultiply(&matWorld,  &matWorld, &PrevPosition);
    //D3DXMatrixRotationX(&matWorld, -90);
    if (UP)
    {
        a += 0.1;
        D3DXMatrixTranslation(&matWorld, b, a, 0);
        //D3DXMatrixTranslation(&PrevPosition, b, a, 0);
    }
    else
    if (DOWN)
    {
        a -= 0.1;
        D3DXMatrixTranslation(&matWorld, b, a, 0);
        //D3DXMatrixTranslation(&PrevPosition, 0, a, 0);
    }
    else
    if(RIGHT)
    {
        b += 0.1;
        D3DXMatrixTranslation(&matWorld, b,a,0);
        //D3DXMatrixTranslation(&PrevPosition, b, 0, 0);
    }
    else
    if (LEFT)
    {
        b -= 0.1;
        D3DXMatrixTranslation(&matWorld, b, a, 0);
        //D3DXMatrixTranslation(&PrevPosition, b, 0, 0);
    }
    else
    if (SPACE)
    {
        D3DXMatrixTranslation(&matWorld, b, a, 0);
 
 
    }
    
    
    
    
    //D3DXMatrixRotationY( &matWorld, timeGetTime() / 1000.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
 
    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the 
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( -30.0f, 0.0f,-30.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
 
    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 41.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
 
 
 
 
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB( 00255 ), 1.0f, );
 
    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
        SetupMatrices();
 
        // Meshes are divided into subsets, one for each material. Render them in
        // a loop
 
        ///////////////////////////////////////////////////////////////////////////////그리는 부분;
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            // Set the material and texture for this subset
            g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
            g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
 
            // Draw the mesh subset
            g_pMesh->DrawSubset( i );
        }
        ///////////////////////////////////////////////////////////////////////////////
 
 
        // End the scene
        g_pd3dDevice->EndScene();
    }
 
    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
 
 
 
 
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( );
            return 0;
        case WM_KEYDOWN:
            switch (wParam)
            {
            case VK_LEFT:
                RIGHT = FALSE;
                LEFT = TRUE;
                UP = FALSE;
                DOWN = FALSE;
                SPACE = FALSE;
                break;
            case VK_RIGHT:
                RIGHT = TRUE;
                LEFT = FALSE;
                UP = FALSE;
                DOWN = FALSE;
                SPACE = FALSE;
                break;
            case VK_UP:
                RIGHT = FALSE;
                LEFT = FALSE;
                UP = TRUE;
                DOWN = FALSE;
                SPACE = FALSE;
                break;
            case VK_DOWN:
                RIGHT = FALSE;
                LEFT = FALSE;
                UP = FALSE;
                DOWN = TRUE;
                SPACE = FALSE;
                break;
            case VK_SPACE:
                RIGHT = FALSE;
                LEFT = FALSE;
                UP = FALSE;
                DOWN = FALSE;
                SPACE = TRUE;
                break;
            }
    }
 
    return DefWindowProc( hWnd, msg, wParam, lParam );
}
 
 
 
 
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
    UNREFERENCED_PARAMETER( hInst );
 
    // Register the window class
    WNDCLASSEX wc =
    {
        sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
        GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
        L"D3D Tutorial", NULL
    };
    RegisterClassEx( &wc );
 
    // Create the application's window
    HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 06: Meshes",
                              WS_OVERLAPPEDWINDOW, 100100300300,
                              NULL, NULL, wc.hInstance, NULL );
 
    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the scene geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );
 
            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof( msg ) );
            while( msg.message != WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
        }
    }
 
    UnregisterClass( L"D3D Tutorial", wc.hInstance );
    return 0;
}
 
 
 
cs


이번에는 geometry를 더 확장해서 대부분의 프로그램들은 파일로부터 메쉬들을 불러오는걸 선호하게 됩니다. 메쉬를 사용할 때 D3DX는 버텍스 버퍼를 생성하고 Geometry파일을 파싱해야합니다.


전역변수


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//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9         g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9   g_pd3dDevice = NULL; // Our rendering device
 
//////////////////////////////////////////////////////////////////////////// 이부분을 여러개 하면 모델이 여러개 나옴.
LPD3DXMESH          g_pMesh = NULL; // Our mesh object in sysmem                    
D3DMATERIAL9*       g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh
DWORD               g_dwNumMaterials = 0L;   // Number of mesh materials        //동적 할당을 위해서
 
////////////////////////////////////////////////////////////////////////////
 
BOOL RIGHT = FALSE;
BOOL LEFT = FALSE;
BOOL UP = FALSE;
BOOL DOWN = FALSE;
BOOL SPACE = FALSE;
 
FLOAT left_rotation = 0;
FLOAT right_rotation = 0;
cs



메쉬를 사용하기 위해서는 전역변수에 LPD3DXMESH, D3DMATERIAL9, LPDIRECT3DTEXTURE9, DWORD가 더 추가되었습니다. 이부분은 메쉬를 이용하기 위한 부분입니다. 메쉬를 하나가 아니라 여러개를 하기 위해서는 이부분에 대해서 더 추가 해주시면 됩니다.



InitGeometry()


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//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
 
    LPD3DXBUFFER pD3DXMtrlBuffer;
 
    // Load the mesh from the specified file
    if( FAILED( D3DXLoadMeshFromX( L"heli.x", D3DXMESH_SYSTEMMEM,
                                   g_pd3dDevice, NULL,
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                   &g_pMesh ) ) )//X 파일로 부터 불러옴. Vertex 버퍼가 없는데 얘가 다 만들어줌.
    {
        // If model is not in current folder, try parent folder
        if( FAILED( D3DXLoadMeshFromX( L"..\\heli.x", D3DXMESH_SYSTEMMEM,
                                       g_pd3dDevice, NULL,
                                       &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
                                       &g_pMesh ) ) )
        {
            MessageBox( NULL, L"Could not find tiger.x", L"Meshes.exe", MB_OK );
            return E_FAIL;
        }
    }
 
    // We need to extract the material properties and texture names from the 텍스처는 따로뺌. 최적화를 위해서
    // pD3DXMtrlBuffer
    D3DXMATERIAL* d3dxMaterials = ( D3DXMATERIAL* )pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    if( g_pMeshMaterials == NULL )
        return E_OUTOFMEMORY;
    g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
    if( g_pMeshTextures == NULL )
        return E_OUTOFMEMORY;
 
    for( DWORD i = 0; i < g_dwNumMaterials; i++ )
    {
        // Copy the material
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
 
        // Set the ambient color for the material (D3DX does not do this)
        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
 
        g_pMeshTextures[i] = NULL;
        if( d3dxMaterials[i].pTextureFilename != NULL &&
            lstrlenA( d3dxMaterials[i].pTextureFilename ) > )
        {
            // Create the texture
            if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                    d3dxMaterials[i].pTextureFilename,
                                                    &g_pMeshTextures[i] ) ) )
            {
                // If texture is not in current folder, try parent folder
                const CHAR* strPrefix = "..\\";
                CHAR strTexture[MAX_PATH];
                strcpy_s( strTexture, MAX_PATH, strPrefix );
                strcat_s( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                // If texture is not in current folder, try parent folder
                if( FAILED( D3DXCreateTextureFromFileA( g_pd3dDevice,
                                                        strTexture,
                                                        &g_pMeshTextures[i] ) ) )
                {
                    MessageBox( NULL, L"Could not find texture map", L"Meshes.exe", MB_OK );
                }
            }
        }
    }
    // Done with the material buffer
    pD3DXMtrlBuffer->Release();
    return S_OK;
}
cs


이부분에서는 파일을 불러오게 됩니다. 파일 확장자는 *.x 형태의 파일을 가지게 되는데 파일을 우선 루트를 한번 찾아보고 없다면 그 상위 풀더를 한번 뒤져보고서 없으면 에러를 리턴합니다. 메모리 정상적으로 할당 되었는지 확인을 하며 확인이 되었다면 Material을 따로 처리한 다음 Texture를 생성해 줍니다. Texture와 메쉬를 분리 한 이유는 최적화를 위함입니다.


다음 영상은 이 소스의 결과를 보여줍니다.





추가로 x파일은 다음과 같은 형태로 되어있습니다.



앞에서 일일이 다 입력해주었던 내용들이 여기에서는 직접 모두 다 처리 되어있습니다. x 파일은 3DMax 같은 프로그램에 플러그인을 이용 뽑아 낼 수 있습니다.