Visual Studio 3D Starter Kit

This sample contains the starting point for a basic game for Windows 8.1 and Windows Phone 8.1, a “Starter Kit” which provides support for consuming runtime assets produced by the VS tools. This includes loading and rendering assets (meshes, textures and shaders).

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  • why when i export model.obj from 3ds max and change to model.cmo and run in vs2015 it's always show message meshcontenttask failed?
    1 Posts | Last post July 18, 2017
    • what the "MeshContentTask" ?
      why it's show error "MeshContentTask" when I use model export from 3ds max and save in model editor and change to model.cmo with meshconvert by meshconvert model.obj -cmo -nods -y command ?
      it's show error MSB4018 The "MeshContentTask" task failed unexpectedly.
      visual studio 2015 visual c++ can't read mesh from 3ds max ?
  • Loading FBX in Windows 10 / VS 2015 Update 1
    1 Posts | Last post December 09, 2015
    • Hi,
      first, the starter kit worked fine with Windows 10 and VS 2015 without Update 1. But with a new Installation, Update 1 is required and when loading a fbx file there will be the error message "The System cannot find the file specified". The problem is, you can't install the Tools for Universal Windows Apps without Update 1.
      So is there a Workaround?
  • Loading FBX file
    2 Posts | Last post September 08, 2015
    • Hi Roberto,
      This fbx file I got it from a professional 3D model store, but it also didn't work. 
      362_s_icosa.fbx. It shows compile time but at run time nothing.
      God only knows what I am missing.  
      auto loadMeshTask = Mesh::LoadFromFileAsync(
      Sorry for asking same question.
    • I am working on Window 10. I am using dude.fbx which is provided by Microsoft that does not work either and getting the error message "The system cannot find the file specified.\r\n"
      It looks like it is Window 10 error. Please conform that.
  • Loading fbx files
    1 Posts | Last post September 07, 2015
    • Hi Roberto,
      I have created my own model with Blender and exported to FBX file. I don't see any problem and I can in Visual Studio as I expected. 
      Even I copied inside gamelevel.fbx and it shows perfect. 
      But for some reason starter kit unable to handle it. Spent more than a month with no success. 
      Kindly your guidance is needed. The file name is (VisualCube.fbx) and can be download from
      Best regards
  • First person camera
    1 Posts | Last post July 22, 2015
    • 1. How do I change the camera position to the models point of view?
  • Visual Studio 3D Starter Kit version with DirectX 12
    1 Posts | Last post July 05, 2015
    • Hi Roberto,
      Are you planning a new version of the Visual Studio 3D Starter Kit with DirectX 12 (and DirectX 12 bundles)?
  • How to place texture in a code in DirectX
    3 Posts | Last post May 08, 2015
    • I saw your sample where you have texture of a cube (A T type image). I looked you code and I was unable to find how you added your texture dynamically. I have N (may be 3) number of dices where I like to place different side of images on each face. This is all dynamic. I have created a one cube with blender without texture. It looks to me I need only one such cube and place all N (may be 3) number of dices with some mapping of a big image. You have done similar (only one disk hanoi3D). Kindly provide me some type of direction or sample. Your help will be very much appreciated. 
    • The texture is adding in file VSD3DStarter.h in method Mesh::Load. You call method Mesh::LoadMeshFromFile, it calls Mesh::Load for each mesh in your vector. In Mesh::Load you load Texture for each SubMesh in your Mesh. Texture Name is read from mesh file. I've changed it to allow you use parameter TextureName of Mesh::LoadMeshFromFile method to set texture name.
                          // load textures
                          for (int t = 0; t < MaxTextures; t++)
                              // read name of texture
                              stringLen = 0;
                              fread(&stringLen, sizeof(stringLen), 1, fp);
                              if (stringLen > 0)
                                  // read the texture name
      							// this change in code is made by Dmitry (not Roberto Sonnino)
      							// even when we don't use texture from file we have to read it name
      								std::vector<wchar_t> textureFilename(stringLen);
      								fread(&textureFilename[0], sizeof(wchar_t), stringLen, fp);
      								std::wstring sourceFile = &textureFilename[0];
      							if(texturePathLocation!=L"") sourceFile = texturePathLocation;
                                  // get or create texture
                                  ID3D11ShaderResourceView* textureResource = graphics.GetOrCreateTexture(sourceFile);
                                  material.Textures[t] = textureResource;
      but if you want to add more then one texture for mesh or change them dynamically you should do that
      1 Add textures to your project and MARK THEM AS ImageContentPipeline
      2 In some method changing your textures write those code:
      //You can see it in the next answer
    • 	for (size_t i = 0; i < mesh.size(); i++)
      		for (size_t j = 0; j < mesh[i]->Materials().size(); j++)
      			for (size_t t = 0; t < mesh[i]->MaxTextures; t++)
      				mesh[i]->Materials().operator[](j).Textures[t] = graphics.GetOrCreateTexture(L"");
  • Dynamically mapping
    1 Posts | Last post May 04, 2015
    • After compiling the sample I just realized Visual Studio creates DDS file. (  It looks that it is UV Map file, but I am not sure how we can make connection between this file and cube. My problem: I am rolling a 6 face dice where every dice face has a randomly generated latter. I have a file where I have 26 images of alphabets which I will be using, which implies somehow I want to map to a cube dynamically. I have not a clue how this can be done. I am requesting a sample where we could map an image file to 3D object. Any help will be very much appreciated. 
  • Problem using 3d Starter Kit for Windows 8.1
    1 Posts | Last post April 13, 2015
    • 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 "MeshContentTask". Here is error text:
      Error	1	error MSB4018: System.Exception: VsGraphics failed, error code 4317 returned.
         in Microsoft.VisualStudio.Graphics.Api.VsgTask.Execute()
         in Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute()
         in Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__20.MoveNext()	C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\Extensions\Microsoft\VsGraphics\MeshContentTask.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.
      I'm one hundred percent sure that I have Windows 8.1 and Visual Studio Update 4 on my computer.
  • fbx model update
    1 Posts | Last post February 23, 2015
    • The error i get is actualy an exception:
       	KERNELBASE.DLL!77948500()	Unknown
       	COMBASE.DLL!7780ff4c()	Unknown
       	TWINAPI.APPCORE.DLL!75950e06()	Unknown
       	TWINAPI.APPCORE.DLL!7595187a()	Unknown
       	COMBASE.DLL!77812900()	Unknown
       	COMBASE.DLL!77812998()	Unknown
       	App3dPlayground.WindowsPhone.exe!Platform::Details::ReportUnhandledError(Platform::Exception ^ ex) Line 135	C++
       	[External Code]	
      >	App3dPlayground.WindowsPhone.exe!VSD3DStarter::Mesh::ReadAsync(Windows::Storage::Streams::DataReader ^ reader, VSD3DStarter::Graphics & graphics, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > & shaderPathLocation, const std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > & texturePathLocation) Line 1881	C++
       	App3dPlayground.WindowsPhone.exe!VSD3DStarter::Mesh::LoadFromFileAsync::__l16::Concurrency::task<void> <lambda>(Windows::Storage::Streams::IBuffer ^)::__l27::<lambda>() Line 1511	C++
       	[External Code]	
       	App3dPlayground.WindowsPhone.exe!Concurrency::extras::details::iterative_task_impl(Concurrency::task_completion_event<void> finished, std::function<Concurrency::task<bool> __cdecl(void)> body, Concurrency::cancellation_token ct) Line 32	C++
       	App3dPlayground.WindowsPhone.exe!Concurrency::extras::create_iterative_task::__l5::<lambda>() Line 61	C++
       	[External Code]	
       	[Async Call]	
       	App3dPlayground.WindowsPhone.exe!Concurrency::extras::create_iterative_task(std::function<Concurrency::task<bool> __cdecl(void)> body, Concurrency::cancellation_token ct) Line 66	C++
       	App3dPlayground.WindowsPhone.exe!VSD3DStarter::Mesh::LoadFromFileAsync::__l16::<lambda>(Windows::Storage::Streams::IBuffer ^ buffer) Line 1508	C++
       	[External Code]	
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