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±¾ÎÄÕûÀí»ã×ÜÁËC++ÖÐD3DXLoadMeshFromXº¯ÊýµÄµäÐÍÓ÷¨´úÂëʾÀý¡£Èç¹ûÄúÕý¿àÓÚÒÔÏÂÎÊÌ⣺C++ D3DXLoadMeshFromXº¯ÊýµÄ¾ßÌåÓ÷¨£¿C++ D3DXLoadMeshFromXÔõôÓã¿C++ D3DXLoadMeshFromXʹÓõÄÀý×Ó£¿ÄÇô¹§Ï²Äú, ÕâÀᆱѡµÄº¯Êý´úÂëʾÀý»òÐí¿ÉÒÔΪÄúÌṩ°ïÖú¡£ ÔÚÏÂÎÄÖÐÒ»¹²Õ¹Ê¾ÁËD3DXLoadMeshFromXº¯ÊýµÄ29¸ö´úÂëʾÀý£¬ÕâЩÀý×ÓĬÈϸù¾ÝÊÜ»¶Ó³Ì¶ÈÅÅÐò¡£Äú¿ÉÒÔΪϲ»¶»òÕ߸оõÓÐÓõĴúÂëµãÔÞ£¬ÄúµÄÆÀ¼Û½«ÓÐÖúÓÚÎÒÃǵÄÏµÍ³ÍÆ¼ö³ö¸ü°ôµÄC++´úÂëʾÀý¡£ ʾÀý1: strcpyMesh::Mesh(char *catalog, char *filename){ char filepath[222]; LPD3DXBUFFER pMtrlBuffer = NULL; pAdjBuffer = 0; strcpy(filepath, catalog); strcat(filepath, filename); if (FAILED(D3DXLoadMeshFromX(filepath, D3DXMESH_MANAGED, gdevice, &pAdjBuffer, &pMtrlBuffer, NULL, &Mtnum, &m_pmesh))) { MessageBox(0, "load mesh fail ", 0, 0); return; } //¶þ£¬¶ÁÈ¡²ÄÖʺÍÎÆÀíÊý¾Ý D3DXMATERIAL*pMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer(); //´´½¨Ò»¸öD3DXMATERIAL½á¹¹ÌåÓÃÓÚ¶ÁÈ¡²ÄÖʺÍÎÆÀíÐÅÏ¢ pMaterial = new D3DMATERIAL9[Mtnum]; pTexture = new LPDIRECT3DTEXTURE9[Mtnum]; for (DWORD i = 0; i<Mtnum; i++) { //»ñÈ¡²ÄÖÊ£¬²¢ÉèÖû·¾³¹âµÄÑÕɫֵ pMaterial[i] = pMtrls[i].MatD3D; pMaterial[i].Ambient = pMaterial[i].Diffuse; strcpy(filepath, catalog); strcat(filepath, pMtrls[i].pTextureFilename); if(FAILED(D3DXCreateTextureFromFileA(gdevice, filepath, &pTexture[i]))) MessageBox(0, "load mesh texture fail ", 0, 0); } LoadData(); // load vertex and face RELEASE(pMtrlBuffer);}
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ʾÀý2: initGeometryHRESULT initGeometry(){ LPD3DXBUFFER pD3DXMtrlBuffer; if(FAILED(D3DXLoadMeshFromX(L"Heli.x", D3DXMESH_MANAGED, g_pDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh))) return E_FAIL; //Extract material & texture 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; //Extract for(DWORD i=0; i<g_dwNumMaterials; ++i){ g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if(d3dxMaterials[i].pTextureFilename != NULL && strlen(d3dxMaterials[i].pTextureFilename) > 0){ WCHAR name[256]; removePathFromFileName(d3dxMaterials[i].pTextureFilename, name); if(FAILED(D3DXCreateTextureFromFile(g_pDevice, name, &g_pMeshTextures[i]))){ MessageBox(NULL, L"Cound not find texture file", L"initGeometry()", MB_OK); } } } pD3DXMtrlBuffer->Release(); return S_OK;};
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ʾÀý3: CleanUpMeshHRESULT Mesh::LoadMesh(WCHAR* directory, WCHAR* name, WCHAR* extension){ HRESULT hr; CleanUpMesh(); SetDirectory( directory ); SetName( name ); WCHAR meshfile[120]; WCHAR meshpathrel[120]; WCHAR meshpath[120]; Concat(meshfile, name, extension ); Concat(meshpathrel, directory, meshfile ); AppendToRootDir(meshpath, meshpathrel); hr = D3DXLoadMeshFromX( meshpath, D3DXMESH_MANAGED | D3DXMESH_32BIT, mDevice, NULL, &mMaterialBuffer, NULL, &mNumMaterials, &mMesh ); PD(hr, L"load mesh from file"); if(FAILED(hr)) return hr; mMaterials = (D3DXMATERIAL*)mMaterialBuffer->GetBufferPointer(); PD( AdjustMeshDecl(), L"adjust mesh delaration" ); PD( AttribSortMesh(), L"attribute sort mesh" ); PD( LoadTextures(), L"load textures" ); PD( CreateTopologyFromMesh(), L"create topology from mesh"); return D3D_OK;}
¿ª·¢ÕßID:flosmn£¬ÏîÄ¿Ãû³Æ:MeshPRT£¬´úÂëÐÐÊý:30£¬
ʾÀý4: D3DXLoadMeshFromXvoid x_mesh_t::load( LPCWSTR file_name, LPDIRECT3DDEVICE9 device ){ ID3DXBuffer *materials_buf = NULL; HRESULT hr = D3DXLoadMeshFromX(file_name, 0, device, NULL, &materials_buf, NULL, &m_materials_count, &m_mesh); if (hr != ERROR_SUCCESS) return; D3DXMATERIAL *materials_array = (D3DXMATERIAL *)materials_buf->GetBufferPointer(); m_materials = new D3DMATERIAL9[m_materials_count]; m_textures = new texture_t[m_materials_count]; bool result; for (DWORD i = 0; i < m_materials_count; ++i) { m_materials[i] = materials_array[i].MatD3D; m_materials[i].Ambient = m_materials[i].Diffuse; std::wstring str; A2W(str, std::string(materials_array[i].pTextureFilename)); result = m_textures[i].load(device, str.c_str()); } if (materials_buf) materials_buf->Release(); m_mesh->OptimizeInplace(D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL);}
¿ª·¢ÕßID:bea231£¬ÏîÄ¿Ãû³Æ:CGTasks£¬´úÂëÐÐÊý:29£¬
ʾÀý5: ObjectInitbool ObjectInit(HWND hwnd){ srand(unsigned(time(nullptr))); PlaySound(_T("¥³¥ß¥Í¥ê¥µ - Resuscitated Hope.wav"), nullptr, SND_ASYNC | SND_FILENAME | SND_LOOP); D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("΢ÈíÑźÚ"), &gPTextAdapterFont); D3DXCreateFont(gPD3DDevice, 20, 0, 0, 0, 0, 0, 0, 0, 0, _T("»ªÎÄÖÐËÎ"), &gPTextHelperFont); D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("ºÚÌå"), &gPTextInfoFont); D3DXCreateFont(gPD3DDevice, 36, 0, 0, 0, 0, 0, 0, 0, 0, _T("¿¬Ìå"), &gPTextFPSFont); ////////////////////////////////////////////////////////////////////////// // Load mesh and materials here ////////////////////////////////////////////////////////////////////////// LPD3DXBUFFER pAdjBuffer; LPD3DXBUFFER pMtrlBuffer; D3DXLoadMeshFromX(_T("loli.X"), D3DXMESH_MANAGED, gPD3DDevice, &pAdjBuffer, &pMtrlBuffer, nullptr, &gDwNumMtrl, &gPCharacter); D3DXMATERIAL* pMaterial = (D3DXMATERIAL*)(pMtrlBuffer->GetBufferPointer()); gPMaterial = new D3DMATERIAL9[gDwNumMtrl]; gPTexture = new LPDIRECT3DTEXTURE9[gDwNumMtrl]; for (DWORD i = 0; i < gDwNumMtrl; i++) { gPMaterial[i] = pMaterial->MatD3D; gPMaterial[i].Ambient = gPMaterial[i].Diffuse; gPTexture[i] = nullptr; D3DXCreateTextureFromFileA(gPD3DDevice, pMaterial[i].pTextureFilename, &gPTexture[i]); } pAdjBuffer->Release(); SAFE_RELEASE(pMtrlBuffer); // ÉèÖÃäÖȾ״̬ gPD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //¿ªÆô±³ÃæÏûÒþ gPD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); //ÉèÖû·¾³¹â return true;}
¿ª·¢ÕßID:wakqaz4£¬ÏîÄ¿Ãû³Æ:MyGame£¬´úÂëÐÐÊý:34£¬
ʾÀý6: OnInitialvoid OnInitial(DEVICEINSTANCE *device){ XInputEnable(true); D3DXMATRIX projection; D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI / 4, 800 / 600.0f, 1.0f, 10000.0f); device->d3dDevice->SetTransform(D3DTS_PROJECTION, &projection); D3DXLoadMeshFromX(L"skybox.x", 0, device->d3dDevice, nullptr, nullptr, nullptr, nullptr, &skybox); D3DXCreateTextureFromFile(device->d3dDevice, L"sky copy.png", &texture); D3DXCreateTextureFromFile(device->d3dDevice, L"terrain_01.jpg", &heightMap); D3DXCreateTextureFromFile(device->d3dDevice, L"terrain_02.jpg", &heightMapTexture); D3DXIMAGE_INFO heightMapInfo = { 0, }; D3DXGetImageInfoFromFile(L"terrain_01.jpg", &heightMapInfo); terrainWidth = heightMapInfo.Width; terrainHeight = heightMapInfo.Height; D3DCOLOR * colors; D3DLOCKED_RECT lockedRect = { 0, }; RECT rect = { 0, 0, terrainWidth, terrainHeight }; terrainVertices = new TerrainVertex[numOfVertices = terrainWidth * terrainHeight]; heightMap->LockRect(0, &lockedRect, &rect, 0); colors = (D3DCOLOR*)lockedRect.pBits; TerrainVertex * tempVertices = terrainVertices; for (int x = 0; x < terrainHeight; x++) { for (int z = 0; z < terrainWidth; z++) { int location = x * terrainWidth + z; *tempVertices = TerrainVertex( (x - terrainWidth / 2) * 5.0f, (colors[location] & 0xff) * 5.0f / 2, (z - terrainWidth / 2) * 5.0f, z / (float)terrainWidth, x / (float)terrainHeight ); tempVertices++; } } heightMap->UnlockRect(0); heightMap->Release(); terrainIndices = new int[numOfIndices = (terrainWidth - 1) * (terrainHeight - 1) * 2 * 3]; struct Polygon { int index[3]; } *tempIndices = (Polygon*)terrainIndices; for (int z = 0; z < terrainHeight - 1; z++) { for (int x = 0; x < terrainWidth - 1; x++) { (*tempIndices).index[0] = z * terrainWidth + x; (*tempIndices).index[1] = z * terrainWidth + (x + 1); (*tempIndices).index[2] = (z + 1) * terrainWidth + x; tempIndices++; (*tempIndices).index[0] = (z + 1) * terrainWidth + x; (*tempIndices).index[1] = z * terrainWidth + (x + 1); (*tempIndices).index[2] = (z + 1) * terrainWidth + (x + 1); tempIndices++; } }}
¿ª·¢ÕßID:GROWrepo£¬ÏîÄ¿Ãû³Æ:GameTeam_Study_Direct3D9£¬´úÂëÐÐÊý:60£¬
ʾÀý7: CreateMeshFromFileXBOOL DMeshRender::CreateMeshFromFileX(LPCWSTR pFileName, DWORD options){ LPD3DXBUFFER ppAdjacency; LPD3DXBUFFER ppMaterials; LPD3DXBUFFER ppEffectInstances; DWORD NumMaterials; if (FAILED(D3DXLoadMeshFromX(pFileName, options, DDEInitialize::gRootDevice, &ppAdjacency, &ppMaterials, &ppEffectInstances, &NumMaterials, &m_pMess))) return FALSE; D3DXMATERIAL *pMtrls = (D3DXMATERIAL*)ppMaterials->GetBufferPointer(); LPDIRECT3DTEXTURE9 tmpTexture = nullptr; for (DWORD matRenderIndex = 0; matRenderIndex < NumMaterials; matRenderIndex++) { if (!FAILED(D3DXCreateTextureFromFileA(DDEInitialize::gRootDevice, pMtrls[matRenderIndex].pTextureFilename, &tmpTexture))) { DMaterialRender* matRender = new DMaterialRender(m_gameObj, 0, pMtrls[matRenderIndex].MatD3D, tmpTexture); m_matRenders.push_back(matRender); } } m_isEnabled = TRUE; return TRUE;}
¿ª·¢ÕßID:Powangwang£¬ÏîÄ¿Ãû³Æ:DreamEngine£¬´úÂëÐÐÊý:25£¬
ʾÀý8: D3DXLoadMeshFromXDummyFace::DummyFace() { m_pMesh = NULL; m_pTexture = NULL; D3DXLoadMeshFromX("resources/face01.x", D3DXMESH_MANAGED, g_pDevice, NULL, NULL, NULL, NULL, &m_pMesh); D3DXCreateTextureFromFile(g_pDevice, "resources/face.jpg", &m_pTexture);}
¿ª·¢ÕßID:7zhang£¬ÏîÄ¿Ãû³Æ:studies£¬´úÂëÐÐÊý:7£¬
ʾÀý9: D3DXLoadMeshFromXvoid Mesh::loadMesh(LPCWSTR filename, pBuffer adjBuffer){ pDevice device = Engine::DX::instance()->getDevice(); D3DXLoadMeshFromX(filename, D3DXMESH_MANAGED, device, &adjBuffer, &mat_buffer, &effect, &numMaterials, &mesh); // Pull material (including texture) information from loaded .x file D3DXMATERIAL *d3dxMaterials = (D3DXMATERIAL*)mat_buffer->GetBufferPointer(); D3DMATERIAL9* mesh_material = new D3DMATERIAL9[numMaterials]; for(DWORD i = 0; i < numMaterials; ++i) { //Copy the material mesh_material[i] = d3dxMaterials[i].MatD3D; //Set the ambient color (if needed) for the material (D3DX doesn't do this) mesh_material[i].Ambient = D3DXCOLOR(0.2f, 0.2f, 0.2f, 1.0f); } for(unsigned int i = 0; i < numMaterials; i++){ materials.push_back(mesh_material[i]); } delete [] mesh_material;}
¿ª·¢ÕßID:s-chang£¬ÏîÄ¿Ãû³Æ:Final£¬´úÂëÐÐÊý:33£¬
ʾÀý10: init_geometry//=======================================================================HRESULT init_geometry(){ LPD3DXBUFFER pD3DXMtrlBuffer; { // try load mesh from x-file HRESULT hr = D3DXLoadMeshFromX(g_xFname, D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_materialNums, &g_pMesh); if ( FAILED( hr ) ) return E_FAIL; } // init material & texture D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); g_pMeshMaterials = new D3DMATERIAL9[g_materialNums]; g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_materialNums]; for (int i = 0; i < g_materialNums; ++i) { g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if (d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 ) { HRESULT hr = D3DXCreateTextureFromFile( g_pd3dDevice, d3dxMaterials[i].pTextureFilename, &g_pMeshTextures[i]); if ( FAILED( hr ) ) return E_FAIL; } } pD3DXMtrlBuffer->Release(); return S_OK;}
¿ª·¢ÕßID:netpyoung£¬ÏîÄ¿Ãû³Æ:bs.3d_game_programming£¬´úÂëÐÐÊý:35£¬
ʾÀý11: Loadbool Mesh::Load(LPDIRECT3DDEVICE9 device, const char* filename, TextureManager* textureManager){ if(FAILED(D3DXLoadMeshFromX(filename, D3DXMESH_SYSTEMMEM, device, NULL, &m_materialBuffer, NULL, &m_numberOfMaterials, &m_mesh))) { return false; } m_filename = filename; m_materials = new D3DMATERIAL9[m_numberOfMaterials]; m_meshTextures = new Texture*[m_numberOfMaterials]; D3DXMATERIAL* loadedMaterials = (D3DXMATERIAL*)m_materialBuffer->GetBufferPointer(); for(DWORD i = 0; i < m_numberOfMaterials; i++) { m_materials[i] = loadedMaterials[i].MatD3D; m_materials[i].Ambient = m_materials[i].Diffuse; char* textureFilename = loadedMaterials[i].pTextureFilename; if(textureManager->Load(device, textureFilename)) { m_meshTextures[i] = textureManager->GetTexture(textureFilename); } else { m_meshTextures[i] = NULL; } } return true;}
¿ª·¢ÕßID:ludwigpe£¬ÏîÄ¿Ãû³Æ:ColorCubes£¬´úÂëÐÐÊý:33£¬
ʾÀý12: LoadMeshHRESULT LoadMesh(IDirect3DDevice9* pd3dDevice, WCHAR* strFileName, ID3DXMesh** ppMesh){ ID3DXMesh* pMesh = NULL; WCHAR str[MAX_PATH]; HRESULT hr; V_RETURN(DXUTFindDXSDKMediaFileCch(str, MAX_PATH, strFileName)); V_RETURN(D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, NULL, &pMesh)); DWORD* rgdwAdjacency = NULL; if(!(pMesh->GetFVF() & D3DFVF_NORMAL)) { ID3DXMesh* pTempMesh; V(pMesh->CloneMeshFVF(pMesh->GetOptions(), pMesh->GetFVF() | D3DFVF_NORMAL, pd3dDevice, &pTempMesh)); V(D3DXComputeNormals(pTempMesh, NULL)); SAFE_RELEASE(pMesh); pMesh = pTempMesh; } rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3]; if(rgdwAdjacency == NULL) return E_OUTOFMEMORY; V(pMesh->GenerateAdjacency(1e-6f, rgdwAdjacency)); V(pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL)); delete []rgdwAdjacency; *ppMesh = pMesh; return S_OK;}
¿ª·¢ÕßID:Bastila£¬ÏîÄ¿Ãû³Æ:c-plus-plus-examples£¬´úÂëÐÐÊý:35£¬
ʾÀý13: APP_ERROR//------------------------------------------------------------------------------------------------// Name: obtainSourceGeometry// Desc: Loads geometry from the source file into the output subset geometry//------------------------------------------------------------------------------------------------bool XMesh::obtainSourceGeometry(LPDIRECT3DDEVICE9 pd3dDevice, SubsetGeometry* subsetGeometry) const{ // Fail without a device or if something is wrong with the output pointer if (APP_ERROR(!pd3dDevice || !subsetGeometry)("Invalid paramter to obtainSourceGeometry") || APP_ERROR(!subsetGeometry->empty())("Provided geometry subset for obtainSourceGeometry must be empty")) return false; // Check to make sure a file exists (if not, just exit) if (mySourceFile.getValue().empty()) return true; // Keeps track of how many subsets this mesh contains DWORD subsets = 0; // Stores the mesh that was loaded from the file LPD3DXMESH pXMesh = NULL; // Load the mesh from the specified file if (APP_ERROR(D3DXLoadMeshFromX(mySourceFile.getValue().c_str(), D3DXMESH_SYSTEMMEM, pd3dDevice, NULL, NULL, NULL, &subsets, &pXMesh))("XMesh couldn't load /"%s/"", mySourceFile.getValue().c_str())) return false; // Convert the mesh bool succeeded = buildGeometryFromD3DXMesh(pXMesh, subsetGeometry, subsets); // Release the mesh pXMesh->Release(); // Return an error code if an error occurred if (APP_ERROR(!succeeded)("Unable to build geometry for mesh from /"%s/"", mySourceFile.getValue().c_str())) return false; // Success return true;}
¿ª·¢ÕßID:karlgluck£¬ÏîÄ¿Ãû³Æ:Evidyon£¬´úÂëÐÐÊý:39£¬
ʾÀý14: D3DXLoadMeshFromXvoid GameObject::InitMesh(LPDIRECT3DDEVICE9& d3dDevice){ LPD3DXBUFFER pD3DXMtrlBuffer = nullptr; if ( d3dDevice ) D3DXLoadMeshFromX( L"spaceMan.x", D3DXMESH_SYSTEMMEM, d3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &m_NumMaterial, &m_pMesh ); D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); // skip error handling -.-;; m_pMeshMaterials = new D3DMATERIAL9[m_NumMaterial]; m_pMeshTextures = new LPDIRECT3DTEXTURE9[m_NumMaterial]; for ( DWORD i = 0; i < m_NumMaterial; ++i ) { m_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; m_pMeshMaterials[i].Ambient = m_pMeshMaterials[i].Diffuse; m_pMeshTextures[i] = NULL; D3DXCreateTextureFromFileA( d3dDevice, d3dxMaterials[i].pTextureFilename, &m_pMeshTextures[i] ); } pD3DXMtrlBuffer->Release();}
¿ª·¢ÕßID:blastingzone£¬ÏîÄ¿Ãû³Æ:DirextXTutorial£¬´úÂëÐÐÊý:31£¬
ʾÀý15: D3DXLoadMeshFromXvoid Meshes::load_meshes(LPCSTR pFilename, LPDIRECT3DDEVICE9 pD3DDevice){ ID3DXBuffer* buff_Material = NULL; ID3DXBuffer* buff_Adjacency = NULL; D3DXLoadMeshFromX(pFilename, D3DXMESH_MANAGED, pD3DDevice, &buff_Adjacency, &buff_Material, NULL, &numMaterials, &Model); D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)buff_Material->GetBufferPointer(); material = new D3DMATERIAL9[numMaterials]; texture = new LPDIRECT3DTEXTURE9[numMaterials]; for(DWORD i = 0; i < numMaterials; i++) { material[i] = tempMaterials[i].MatD3D; material[i].Ambient = material[i].Diffuse; if(FAILED(D3DXCreateTextureFromFileA(pD3DDevice,tempMaterials[i].pTextureFilename,&texture[i]))) texture[i] = NULL; } return;}
¿ª·¢ÕßID:GSP420£¬ÏîÄ¿Ãû³Æ:Engine£¬´úÂëÐÐÊý:26£¬
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