Sorry.
I've to explain better:
I'm making a program with DirectX 8.1 and 3DS files.
In DirectX 8.1 a material is defined as:
typedef struct _D3DMATERIAL8 {
D3DCOLORVALUE Diffuse;
D3DCOLORVALUE Ambient;
D3DCOLORVALUE Specular;
D3DCOLORVALUE Emissive;
float Power;
} D3DMATERIAL8;
Diffuse, Ambient, Specular, and Emissive
Values specifying the diffuse color, ambient color, specular color, and
emissive color of the material, respectively. These values are D3DCOLORVALUE
structures.
Power
Floating-point value specifying the sharpness of specular highlights. To
turn off specular highlights for a material, set this member to 0.0; setting
the
specular color components to 0 is not enough.
Diffuse, Ambient and Specular can be obtained from Lib3dsMaterial, but Emissive
and Power... where are?
Thx!
----- Mensaje original ----
Date: Tue, 9 Sep 2008 15:28:26 +0200
From: "thomas pleyber" <[EMAIL PROTECTED]>
Subject: Re: [Lib3ds-devel] lib3ds & DirectX
To: "Discussion about lib3ds" <[email protected]>
Message-ID:
<[EMAIL PROTECTED]>
Content-Type: text/plain; charset="iso-8859-1"
Hi Steve
You mean retrieving this information from a Lib3ds structure ?
if yes, here it is : the material information is handled by the faces. So
for the face n?*idxface* you have the corresponding material as follow :
*Lib3dsMesh *p3dsMesh ;
// ... init stuff
**std::string materialName = p3dsMesh->faceL[idxface].material ;* // which
gives you the name of the material for the face indexed *idxFace*
and then :
*Lib3dsMesh *p3dsMaterial ;*
*p3dsMaterial = **lib3ds_file_material_by_name( p3dsFile,
**materialName**.c_str()
) ;* // with p3dsFile of type Lib3sdFile
*float r = p3dsMaterial->diffuse[0] ;
float g = p3dsMaterial->diffuse[1] ;
float b = p3dsMaterial->diffuse[2] ;*
But obviously before that you have to read the file and so on.
Hope it's what you want !
Regards,
Thomas
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