/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData) { //Crear Mesh Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device); //Cargar esqueleto TgcSkeletalBone[] bones = loadSkeleton(meshData); TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones); //Cargar VertexBuffer using (VertexBuffer vb = mesh.VertexBuffer) { GraphicsStream data = vb.Lock(0, 0, LockFlags.None); for (int j = 0; j < meshData.coordinatesIndices.Length; j++) { DiffuseMapVertex v = new DiffuseMapVertex(); //vertices int coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new Vector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //texture coordinates diffuseMap int texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color int colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; //normal if (meshData.verticesNormals != null) { v.Normal = new Vector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } else { v.Normal = new Vector3(0, 0, 0); } //tangent if (meshData.verticesTangents != null) { v.Tangent = new Vector3( meshData.verticesTangents[coordIdx], meshData.verticesTangents[coordIdx + 1], meshData.verticesTangents[coordIdx + 2] ); } else { v.Tangent = new Vector3(0, 0, 0); } //binormal if (meshData.verticesBinormals != null) { v.Binormal = new Vector3( meshData.verticesBinormals[coordIdx], meshData.verticesBinormals[coordIdx + 1], meshData.verticesBinormals[coordIdx + 2] ); } else { v.Binormal = new Vector3(0, 0, 0); } //BlendWeights y BlendIndices TgcSkeletalVertexWeight vWeight = verticesWeights[meshData.coordinatesIndices[j]]; vWeight.createVector4WeightsAndIndices(out v.BlendWeights, out v.BlendIndices); data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana using (IndexBuffer ib = mesh.IndexBuffer) { short[] indices = new short[meshData.coordinatesIndices.Length]; for (int j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet TgcSkeletalLoaderMaterialAux matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new Material[] { matAux.materialId }; meshTextures = new TgcTexture[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo int[] attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (int m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Crear mesh de TGC TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, bones); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return tgcMesh; }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcMesh crearMeshDiffuseMap(TgcSceneLoaderMaterialAux[] materialsArray, TgcMeshData meshData) { //Crear Mesh var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, D3DDevice.Instance.Device); //Cargar VertexBuffer using (var vb = mesh.VertexBuffer) { var data = vb.Lock(0, 0, LockFlags.None); for (var j = 0; j < meshData.coordinatesIndices.Length; j++) { var v = new DiffuseMapVertex(); //vertices var coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new Vector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //normals //puede haber una normal compartida para cada vertice del mesh if (meshData.verticesNormals.Length == meshData.verticesCoordinates.Length) { v.Normal = new Vector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } //o una normal propia por cada vertice de cada triangulo (version mejorada del exporter) else { var normalIdx = j * 3; v.Normal = new Vector3( meshData.verticesNormals[normalIdx], meshData.verticesNormals[normalIdx + 1], meshData.verticesNormals[normalIdx + 2] ); } //texture coordinates diffuseMap var texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color var colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana using (var ib = mesh.IndexBuffer) { var indices = new short[meshData.coordinatesIndices.Length]; for (var j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet var matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new[] { matAux.materialId }; meshTextures = new[] { TgcTexture.createTexture(D3DDevice.Instance.Device, matAux.textureFileName, matAux.texturePath) }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo var attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (var m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = TgcTexture.createTexture(D3DDevice.Instance.Device, matAux.subMaterials[m].textureFileName, matAux.subMaterials[m].texturePath); } } //Crear mesh de TGC var tgcMesh = MeshFactory.createNewMesh(mesh, meshData.name, TgcMesh.MeshRenderType.DIFFUSE_MAP); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return(tgcMesh); }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcKeyFrameMesh crearMeshDiffuseMap(TgcKeyFrameLoaderMaterialAux[] materialsArray, TgcKeyFrameMeshData meshData) { //Crear Mesh var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, D3DDevice.Instance.Device); //Cargar VertexBuffer using (var vb = mesh.VertexBuffer) { var data = vb.Lock(0, 0, LockFlags.None); for (var j = 0; j < meshData.coordinatesIndices.Length; j++) { var v = new DiffuseMapVertex(); //vertices var coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new TGCVector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //texture coordinates diffuseMap var texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color var colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer using (var ib = mesh.IndexBuffer) { var indices = new short[meshData.coordinatesIndices.Length]; for (var j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet var matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new[] { matAux.materialId }; meshTextures = new[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo var attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (var m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Cargar datos que originales que tienen que mantenerse var originalData = new OriginalData(); originalData.coordinatesIndices = meshData.coordinatesIndices; originalData.colorIndices = meshData.colorIndices; originalData.verticesColors = meshData.verticesColors; originalData.texCoordinatesIndices = meshData.texCoordinatesIndices; originalData.textureCoordinates = meshData.textureCoordinates; //Crear mesh de TGC var tgcMesh = new TgcKeyFrameMesh(mesh, meshData.name, TgcKeyFrameMesh.MeshRenderType.DIFFUSE_MAP, originalData); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return(tgcMesh); }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData) { //Crear Mesh var mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, D3DDevice.Instance.Device); //Cargar esqueleto var bones = loadSkeleton(meshData); var verticesWeights = loadVerticesWeights(meshData, bones); //Cargar VertexBuffer using (var vb = mesh.VertexBuffer) { var data = vb.Lock(0, 0, LockFlags.None); for (var j = 0; j < meshData.coordinatesIndices.Length; j++) { var v = new DiffuseMapVertex(); //vertices var coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new TGCVector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //texture coordinates diffuseMap var texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color var colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; //normal if (meshData.verticesNormals != null) { v.Normal = new TGCVector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } else { v.Normal = TGCVector3.Empty; } //tangent if (meshData.verticesTangents != null) { v.Tangent = new TGCVector3( meshData.verticesTangents[coordIdx], meshData.verticesTangents[coordIdx + 1], meshData.verticesTangents[coordIdx + 2] ); } else { v.Tangent = TGCVector3.Empty; } //binormal if (meshData.verticesBinormals != null) { v.Binormal = new TGCVector3( meshData.verticesBinormals[coordIdx], meshData.verticesBinormals[coordIdx + 1], meshData.verticesBinormals[coordIdx + 2] ); } else { v.Binormal = TGCVector3.Empty; } //BlendWeights y BlendIndices var vWeight = verticesWeights[meshData.coordinatesIndices[j]]; vWeight.createVector4WeightsAndIndices(out v.BlendWeights, out v.BlendIndices); data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana using (var ib = mesh.IndexBuffer) { var indices = new short[meshData.coordinatesIndices.Length]; for (var j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet var matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new[] { matAux.materialId }; meshTextures = new[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo var attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (var m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Crear mesh de TGC var tgcMesh = MeshFactory.createNewSkeletalMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, bones); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return(tgcMesh); }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcKeyFrameMesh crearMeshDiffuseMap(TgcKeyFrameLoaderMaterialAux[] materialsArray, TgcKeyFrameMeshData meshData) { //Crear Mesh Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device); //Cargar VertexBuffer using (VertexBuffer vb = mesh.VertexBuffer) { GraphicsStream data = vb.Lock(0, 0, LockFlags.None); for (int j = 0; j < meshData.coordinatesIndices.Length; j++) { DiffuseMapVertex v = new DiffuseMapVertex(); //vertices int coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new Vector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //texture coordinates diffuseMap int texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color int colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer using (IndexBuffer ib = mesh.IndexBuffer) { short[] indices = new short[meshData.coordinatesIndices.Length]; for (int j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet TgcKeyFrameLoaderMaterialAux matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new Material[] { matAux.materialId }; meshTextures = new TgcTexture[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo int[] attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (int m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Cargar datos que originales que tienen que mantenerse TgcKeyFrameMesh.OriginalData originalData = new TgcKeyFrameMesh.OriginalData(); originalData.coordinatesIndices = meshData.coordinatesIndices; originalData.colorIndices = meshData.colorIndices; originalData.verticesColors = meshData.verticesColors; originalData.texCoordinatesIndices = meshData.texCoordinatesIndices; originalData.textureCoordinates = meshData.textureCoordinates; //Crear mesh de TGC TgcKeyFrameMesh tgcMesh = new TgcKeyFrameMesh(mesh, meshData.name, TgcKeyFrameMesh.MeshRenderType.DIFFUSE_MAP, originalData); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return tgcMesh; }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcMesh crearMeshDiffuseMap(TgcSceneLoaderMaterialAux[] materialsArray, TgcMeshData meshData) { //Crear Mesh Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device); //Cargar VertexBuffer using (VertexBuffer vb = mesh.VertexBuffer) { GraphicsStream data = vb.Lock(0, 0, LockFlags.None); for (int j = 0; j < meshData.coordinatesIndices.Length; j++) { DiffuseMapVertex v = new DiffuseMapVertex(); //vertices int coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new Vector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //normals //puede haber una normal compartida para cada vertice del mesh if (meshData.verticesNormals.Length == meshData.verticesCoordinates.Length) { v.Normal = new Vector3( meshData.verticesNormals[coordIdx], meshData.verticesNormals[coordIdx + 1], meshData.verticesNormals[coordIdx + 2] ); } //o una normal propia por cada vertice de cada triangulo (version mejorada del exporter) else { int normalIdx = j * 3; v.Normal = new Vector3( meshData.verticesNormals[normalIdx], meshData.verticesNormals[normalIdx + 1], meshData.verticesNormals[normalIdx + 2] ); } //texture coordinates diffuseMap int texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color int colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana using (IndexBuffer ib = mesh.IndexBuffer) { short[] indices = new short[meshData.coordinatesIndices.Length]; for (int j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet TgcSceneLoaderMaterialAux matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new Material[] { matAux.materialId }; meshTextures = new TgcTexture[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo int[] attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (int m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Crear mesh de TGC TgcMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcMesh.MeshRenderType.DIFFUSE_MAP); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return tgcMesh; }
/// <summary> /// Crea un mesh con uno o varios DiffuseMap /// </summary> /// <returns></returns> private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData) { //Crear Mesh Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device); //Cargar VertexBuffer using (VertexBuffer vb = mesh.VertexBuffer) { GraphicsStream data = vb.Lock(0, 0, LockFlags.None); for (int j = 0; j < meshData.coordinatesIndices.Length; j++) { DiffuseMapVertex v = new DiffuseMapVertex(); //vertices int coordIdx = meshData.coordinatesIndices[j] * 3; v.Position = new Vector3( meshData.verticesCoordinates[coordIdx], meshData.verticesCoordinates[coordIdx + 1], meshData.verticesCoordinates[coordIdx + 2] ); //texture coordinates diffuseMap int texCoordIdx = meshData.texCoordinatesIndices[j] * 2; v.Tu = meshData.textureCoordinates[texCoordIdx]; v.Tv = meshData.textureCoordinates[texCoordIdx + 1]; //color int colorIdx = meshData.colorIndices[j]; v.Color = meshData.verticesColors[colorIdx]; data.Write(v); } vb.Unlock(); } //Cargar IndexBuffer en forma plana using (IndexBuffer ib = mesh.IndexBuffer) { short[] indices = new short[meshData.coordinatesIndices.Length]; for (int j = 0; j < indices.Length; j++) { indices[j] = (short)j; } ib.SetData(indices, 0, LockFlags.None); } //Configurar Material y Textura para un solo SubSet TgcSkeletalLoaderMaterialAux matAux = materialsArray[meshData.materialId]; Material[] meshMaterials; TgcTexture[] meshTextures; if (matAux.subMaterials == null) { meshMaterials = new Material[] { matAux.materialId }; meshTextures = new TgcTexture[] { matAux.texture }; } //Configurar Material y Textura para varios SubSet else { //Cargar attributeBuffer con los id de las texturas de cada triángulo int[] attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None); Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length); mesh.UnlockAttributeBuffer(attributeBuffer); //Cargar array de Materials y Texturas meshMaterials = new Material[matAux.subMaterials.Length]; meshTextures = new TgcTexture[matAux.subMaterials.Length]; for (int m = 0; m < matAux.subMaterials.Length; m++) { meshMaterials[m] = matAux.subMaterials[m].materialId; meshTextures[m] = matAux.subMaterials[m].texture; } } //Cargar esqueleto TgcSkeletalBone[] bones = loadSkeleton(meshData); TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones); //Cargar datos de meshData que interesan mantener como originales TgcSkeletalMesh.OriginalData origData = new TgcSkeletalMesh.OriginalData(); origData.coordinatesIndices = meshData.coordinatesIndices; origData.verticesCoordinates = meshData.verticesCoordinates; origData.colorIndices = meshData.colorIndices; origData.verticesColors = meshData.verticesColors; origData.texCoordinatesIndices = meshData.texCoordinatesIndices; origData.textureCoordinates = meshData.textureCoordinates; //Crear mesh de TGC TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, origData, bones, verticesWeights); tgcMesh.Materials = meshMaterials; tgcMesh.DiffuseMaps = meshTextures; return(tgcMesh); }