Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6768921
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 26, 20262026-05-26T15:07:54+00:00 2026-05-26T15:07:54+00:00

I’m trying to put a texture on one surface of a cube (if facing

  • 0

I’m trying to put a texture on one surface of a cube (if facing the XY plane the texture would be facing you).

No texture is getting drawn, only the wireframe and I’m wondering what I’m doing wrong. I think it’s the vertex coordinates?

Here’s some code:

struct paperVertex {
    D3DXVECTOR3 pos;
    DWORD color;        // The vertex color
    D3DXVECTOR2 texCoor;
    paperVertex(D3DXVECTOR3 p, DWORD c, D3DXVECTOR2 t) {pos = p; color = c; texCoor = t;}
    paperVertex() {pos = D3DXVECTOR3(0,0,0); color = 0; texCoor = D3DXVECTOR2(0,0);}
};

D3DCOLOR color1 = D3DCOLOR_XRGB(255, 255, 255);
D3DCOLOR color2 = D3DCOLOR_XRGB(200, 200, 200);
vertices[0] = paperVertex(D3DXVECTOR3(-1.0f, -1.0f, -1.0f), color1, D3DXVECTOR2(1,0));  // bottom left corner of tex
vertices[1] = paperVertex(D3DXVECTOR3(-1.0f,  1.0f, -1.0f), color1, D3DXVECTOR2(0,0));  // top left corner of tex
vertices[2] = paperVertex(D3DXVECTOR3( 1.0f,  1.0f, -1.0f), color1, D3DXVECTOR2(0,1));  // top right corner of tex
vertices[3] = paperVertex(D3DXVECTOR3(1.0f, -1.0f, -1.0f), color1, D3DXVECTOR2(1,1));   // bottom right corner of tex
vertices[4] = paperVertex(D3DXVECTOR3(-1.0f, -1.0f,  1.0f), color1, D3DXVECTOR2(0,0));
vertices[5] = paperVertex(D3DXVECTOR3(-1.0f,  1.0f,  1.0f), color2, D3DXVECTOR2(0,0));
vertices[6] = paperVertex(D3DXVECTOR3(1.0f,  1.0f,  1.0f), color2, D3DXVECTOR2(0,0));
vertices[7] = paperVertex(D3DXVECTOR3(1.0f, -1.0f,  1.0f), color1, D3DXVECTOR2(0,0));

D3DXCreateTextureFromFile( md3dDev, "texture.bmp", &gTexture);
md3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
md3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

md3dDev->SetTexture(0, gTexture);
md3dDev->SetStreamSource(0, mVtxBuf, 0, sizeof(paperVertex));
md3dDev->SetVertexDeclaration(paperDecl);
md3dDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
md3dDev->SetIndices(mIndBuf);
md3dDev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, VTX_NUM, 0, NUM_TRIANGLES);
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-26T15:07:54+00:00Added an answer on May 26, 2026 at 3:07 pm

    disclaimer: I have no Direct3D experience, but solid OpenGL and general computer graphics experience. And since the underlying concepts don’t really differ, I attempt an answer, of whose correctness I’m 99% sure.

    You call md3dDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) immediately before rendering and wonder why only the wireframe is drawn?

    Keep in mind that using a texture doesn’t magically turn a wireframe model into a solid model. It is still a wireframe model with the texture only applied to the wireframe. You can only draw the whole primitve as wireframe or not.

    Likewise does using texture coordinates of (0,0) not magically disable texturing for individual faces. You can only draw the whole primitive textured or not, though you might play with the texture coordinates and the texture’s wrapping mode (and maybe the texture border) to make the “non-textured” faces use a uniform color from the texture and thus look like not textured.

    But in general to achieve such deviating render styles (like textured/non-textured, but especially wireframe/solid) in a single primitive, you won’t get around splitting the primitive into multiple ones and drawing each one with its dedicated render style.

    EDIT: According to your comment: If you don’t need wireframe, why enable it then? Besides disabling wireframe, with your current texture coordinates the other faces won’t just have a single color from the texture but some strange distorted version of the texture. This is because your vertices (and their texture coordinates) are shared between different faces, but the texture coordinates at the moment are created only for the front face to look reasonable.

    In such a situation, you won’t get around duplicating vertices, so that each face uses a set of 4 unique vertices. In the case of a cube you won’t actually need an index array anymore, because each face needs its own vertices. This is due to the fact, that a vertex conceptually represents all of the vertex’ attributes (position, color, texCoord, …) and you cannot have a two vertices sharing a position but having different texture coordinates (you can but you need two distinct vertices). Once you’ve duplicated the vertices accordingly, you can give each of the corner vertices their respective texture coordinates (which would be the usual [0,1]-quad if you want them textured normally, or all 0s if you want them to have a single color, in this case the color of the bottom left (or top left in D3D?) corner of the texture).

    The same problem arises if you want to light the cube and need normals per-face, istead of interpolated per-vertex normals. In this case you also have to introduce duplicate vertices only deviating in their normal attribute. Always keep in mind that a vertex conceptually consists of all the vertex attributes and if two vertices have the same position but a different color/normal/texCoord/… they are conceptually (and practically) different vertices.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am trying to loop through a bunch of documents I have to put
I am trying to understand how to use SyndicationItem to display feed which is
Basically, what I'm trying to create is a page of div tags, each has
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I would like to count the length of a string with PHP. The string
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I am reading a book about Javascript and jQuery and using one of the
I am trying to render a haml file in a javascript response like so:
I want use html5's new tag to play a wav file (currently only supported
I would like to run a str_replace or preg_replace which looks for certain words

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.