Hello. Although Starter Kit for Windows 8.0 works fine on my computer,I have a problem using Starter Kit for Windows 8.1. Even when I use Starter Kit for Windows 8.0, I can't make my own meshes or change meshes from Starter Kit. I add new mesh(.fbx) and some objects on it but when I try to compile it into .cmo I have an error "MeshContentTas
k". Here is error text: Error 1 error MSB4018: System.Exceptio n: VsGraphics failed, error code 4317 returned. in Microsoft.Visua lStudio.Graphic s.Api.VsgTask.E xecute() in Microsoft.Build .BackEnd.TaskEx ecutionHost.Mic rosoft.Build.Ba ckEnd.ITaskExec utionHost.Execu te() in Microsoft.Build .BackEnd.TaskBu ilder.<ExecuteI nstantiatedTask >d__20.MoveNext () C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\ID E\Extensions\Mi crosoft\VsGraph ics\MeshContent Task.targets 75 5 StarterKit Then when I open .cmo file in NotePad I only see "Cube_Node" in it, so compiled mesh file is empty. When I close Visual Studio and open it again I can run the app, but it isn't any objects on the screen(except XAML graphics). But all original meshes from StarterKit, DiceRoller and Hanoi3D are rendering fine. But I can't use Starter Kit for Windows 8.1 at all. Without any changes, project runs but don't render any graphics except XAML. But when I debug the app and watch value of m_meshModels I see that meshes are loaded. Thanks for any help. P.S. I'm one hundred percent sure that I have Windows 8.1 and Visual Studio Update 4 on my computer.
The error i get is actualy an exception: KERNELBASE.DLL!
77948500() Unknown COMBASE.DLL!778 0ff4c() Unknown TWINAPI.APPCORE .DLL!75950e06() Unknown TWINAPI.APPCORE .DLL!7595187a() Unknown COMBASE.DLL!778 12900() Unknown COMBASE.DLL!778 12998() Unknown App3dPlayground .WindowsPhone.e xe!Platform::De tails::ReportUn handledError(Pl atform::Excepti on ^ ex) Line 135 C++ [External Code] > App3dPlayground .WindowsPhone.e xe!VSD3DStarter ::Mesh::ReadAsy nc(Windows::Sto rage::Streams:: DataReader ^ reader, VSD3DStarter::G raphics & graphics, const std::basic_stri ng<wchar_t,std: :char_traits<wc har_t>,std::all ocator<wchar_t> > & shaderPathLocat ion, const std::basic_stri ng<wchar_t,std: :char_traits<wc har_t>,std::all ocator<wchar_t> > & texturePathLoca tion) Line 1881 C++ App3dPlayground .WindowsPhone.e xe!VSD3DStarter ::Mesh::LoadFro mFileAsync::__l 16::Concurrency ::task<void> <lambda>(Window s::Storage::Str eams::IBuffer ^)::__l27::<lam bda>() Line 1511 C++ [External Code] App3dPlayground .WindowsPhone.e xe!Concurrency: :extras::detail s::iterative_ta sk_impl(Concurr ency::task_comp letion_event<vo id> finished, std::function<C oncurrency::tas k<bool> __cdecl(void)> body, Concurrency::ca ncellation_toke n ct) Line 32 C++ App3dPlayground .WindowsPhone.e xe!Concurrency: :extras::create _iterative_task ::__l5::<lambda >() Line 61 C++ [External Code] [Async Call] App3dPlayground .WindowsPhone.e xe!Concurrency: :extras::create _iterative_task (std::function< Concurrency::ta sk<bool> __cdecl(void)> body, Concurrency::ca ncellation_toke n ct) Line 66 C++ App3dPlayground .WindowsPhone.e xe!VSD3DStarter ::Mesh::LoadFro mFileAsync::__l 16::<lambda>(Wi ndows::Storage: :Streams::IBuff er ^ buffer) Line 1508 C++ [External Code]
Hello, I have a problem with a fbx model. I created one in Visual Studio and imported it in 3d Starter Kit . When i debug it on local machine or emulator (both in Win32) it works. But when i try it on device(ARM) it does not work anymore. The fbx models that are in tutorial are working. I scaled teapot.fbx and saved it again and still worked. Are there any special that i have to set to 3d models to have them working in ARM platform ?
Hi Roberto, I lost all my hope and faith to rework your Starter Kit with DrawingSurface instead of DrawingSurfaceB
ackgroundGrid :) Maybe you can post a sample for this case too? No DX errors in output and no models are displayed, just wonderful CornflowerBlue background :)
Hi Roberto. I am wondering... Is there a way to batch convert 3d assets from fbx to cmo other than adding them to the solution? If not then maybe a way to access the mesh content pipeline API to convert FBX files at run-time?. I mean i have tons of assets that i would like to convert to cmo and i cant add them to the project solution due to the build time delay... So i thought it would be cool if i can build a separate project that will convert all the assets for me. If none of it is possible then is there an FBX -> CMO Converter.
Hi Adel-G-Eibesh, You can definitely create a new project to do your conversions. Any C++ project will work - all you need is to set the build extensions correctly (see http://msdn.mic
rosoft.com/en-u s/library/hh972 446.aspx). You can create a separate project (or even a solution) to do those conversions without repeating every build. Hope it works for you! Roberto
Hello, I'm working on an animation using planes and I am able to see the meshes, with the textures and the animations working, on the Windows Phone emulators, but not on the device (Nokia Lumia 520). It also doesn't work on the emulators when set to "release". Could you help me please? Thanks!
Hi marifps, Unfortunately there isn't much I can do to help without more information. I'd recommend to check out the Debug output to see if there are any DirectX errors being reported there. Are there any useful messages? Thanks! Roberto
I have a couple of questions. - I've searched through the whole code and I don't see where it's calling 'OnHitObject' to increment the counters on the top of the screen? Or where it's even rendering the text on the top of the screen? - Where is it using the Logo.png and Splashscreen images when loading the app? I can't seem to find a reference to those images anywhere at all. - I also can't seem to modify the window bounds and make it windowed mode?
Hi LibrosMint, Here are the answers to your questions: 1. OnHitObject is called on the XAML side (DirectXPage.xa
ml.cpp) - it happens when the user taps anywhere. What renders the text on the top of the screen is XAML - the sample shows a way to interoperate between XAML and DX rendering/input . 2. Those are referenced on the APPX Manifest (Package.appxma nifest). Windows Store apps require the images as part of the app description. 3. Windows Store apps run full screen by default, and you can snap them by dragging the app from the top of the screen (using touch or mouse), or using Windows + left and right arrows. You can't run them in a window on the desktop. Hope it helps! Roberto
Hi, I am working with VSD3DStarter.h and Animation.h from the Starter Kit. I am able to render a skinned biped with Mesh::Render in a static pose. When I switch to SkinnedMeshRend
erer I find that the code in SkinnedMeshRend erer::UpdateAni mation and SkinnedMeshRend erer::RenderSki nnedMesh is looking for mesh->Tag. In both functions if Tag is NULL, the function fails and there is no rendering. I have found nothing in the class Mesh that sets Tag to an AnimationState* which is what SkinnedMeshRend erer is looking for. I don't see a way for this code to work. Can someone shed some light on this for me?
Hi japrice3, The mesh tag is set on Game.cpp, line 75. The animation code (Animation.h/Sk
innedMeshRender er) is just a sample of how to use the loaded animation, and you should definitely change it to fit your needs. Hope it helps! Roberto
I have 2 issues going on: 1. I changed the material to 'unlit.dgsl' and it appears like it should in the editor, but once run, using the starter kit base code, I replaced teacup.cmo with my model's cmo and the model appears reddish and dark and not as it appears in the editor at all (which is unlit) 2. I don't understand how to choose which animation to play when you have multiple animation clips in 1 .fbx file, it wasn't in any of the videos I watched of the starter kit. A little help please?
Hi LibrosMint, 1. The cmo includes the information of which shader to load. The Teacup uses GlowEffect.dgsl
, which makes it reddish and dark. Make sure you are deploying and loading the right effect (cso) -> you can set breakpoints in VSD3DStarter to help with that. 2. The Starter Kit only implements one animation clip. You will need to change the code in Animation.h to make it happen (note that we select "Take 001" as the clip)
Hello, I hope I could find an answer, I am using your nice 3d Starter kit to create an app for win 8.1. I added a new vars to the constant buffer "Lights" and when I Update the constants, using your code (UpdateLightCon
stants) I have this error on different lines but all related to direct 3d, is there something to avoid it. I would like to add that, when i run the app under graphic debugging mode, the error disappear totally ! also if i run it in release mode the error is happening much fewer time. Thanks!