I'm trying to implement the InstancedModelSample code into my game, and it's worked perfectly except for one problem - The edges on my icospheres are being drawn between the wrong vertices and it's just drawing a garbled mess.
When I used to draw the 300 or so models with individual Draw() calls, it renders fine, but not with this new code. I'm new to this stuff - how do I get the method to fill in the right gaps with faces when this seems to be a generic method useable with anything?
My code below is only slightly adjusted from the original sample, with parts that I can see aren't necessary to me (like bone transforms) excluded.
private void DrawSeriesOfModels(Model model, Matrix[] matrices, Matrix view, Matrix Projection)
{
// Set up vertex declaration.
VertexDeclaration vertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 0),
new VertexElement(16, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 1),
new VertexElement(32, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 2),
new VertexElement(48, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 3)
);
// Set up dynamic vertic buffer.
DynamicVertexBuffer vertexBuffer = new DynamicVertexBuffer(GraphicsDevice, vertexDeclaration, matrices.Length, BufferUsage.WriteOnly);
// Transfer matrices into buffer.
vertexBuffer.SetData(matrices, 0, matrices.Length, SetDataOptions.Discard);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
GraphicsDevice.SetVertexBuffers(new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
new VertexBufferBinding(vertexBuffer, 0, 1));
// Set up instance rendering effect.
Effect effect = meshPart.Effect;
effect.CurrentTechnique = effect.Techniques["HardwareInstancing"];
effect.Parameters["World"].SetValue(Matrix.Identity);
effect.Parameters["View"].SetValue(view);
effect.Parameters["Projection"].SetValue(Projection);
effect.Parameters["AmbientLight"].SetValue(1); // Make model solid white.
// Draw everything in a single call.
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, matrices.Length);
}
}
}
amountOfDraws++;
}
Thanks in advance to anyone who can help me out :)