FindMediaFile() public static method

Returns a valid path to a DXSDK media file
public static FindMediaFile ( string path, string filename ) : string
path string Initial path to search
filename string Filename we're searching for
return string
Esempio n. 1
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        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the drawingFont's internal textures
            drawingFont.InitializeDeviceObjects(device);

            ExtendedMaterial[] mtrl = null;
            string             path = DXUtil.FindMediaFile(initialDirectory, meshFilename);

            try
            {
                systemMemoryMesh = Mesh.FromFile(path, MeshFlags.SystemMemory, device, out adjacency, out mtrl);
            }
            catch
            {
                // Hide the error so we display a blue screen
                return;
            }

            // Lock the vertex buffer, to generate a simple bounding sphere
            VertexBuffer vb = null;

            try
            {
                vb = systemMemoryMesh.VertexBuffer;
                GraphicsStream vbStream = vb.Lock(0, 0, 0);
                objectRadius = Geometry.ComputeBoundingSphere(vbStream, systemMemoryMesh.NumberVertices, systemMemoryMesh.VertexFormat, out objectCenter);
            }
            finally
            {
                // Make sure we unlock the buffer if we fail
                if (vb != null)
                {
                    vb.Unlock();
                }
            }

            meshMaterials = new Material[mtrl.Length];
            meshTextures  = new Texture[mtrl.Length];
            for (int i = 0; i < mtrl.Length; i++)
            {
                meshMaterials[i] = mtrl[i].Material3D;
                if ((mtrl[i].TextureFilename != null) && ((mtrl[i].TextureFilename != string.Empty)))
                {
                    meshTextures[i] = TextureLoader.FromFile(device, DXUtil.FindMediaFile(null, mtrl[i].TextureFilename));
                }
            }
            // Make sure there are normals, which are required for the tesselation
            // enhancement
            if ((systemMemoryMesh.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal)
            {
                Mesh tempMesh = systemMemoryMesh.Clone(systemMemoryMesh.Options.Value, systemMemoryMesh.VertexFormat | VertexFormats.Normal, device);

                tempMesh.ComputeNormals();
                systemMemoryMesh.Dispose();
                systemMemoryMesh = tempMesh;
            }
        }
Esempio n. 2
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    /// <summary>
    /// Helper function to create a texture. It checks the root path first,
    /// then tries the DXSDK media path (as specified in the system registry).
    /// </summary>
    public static Texture CreateTexture(Device device, string textureFilename, Format format)
    {
        // Get the path to the texture
        string path = DXUtil.FindMediaFile(null, textureFilename);

        // Create the texture using D3DX
        return(TextureLoader.FromFile(device, path, D3DX.Default, D3DX.Default, D3DX.Default, 0, format,
                                      Pool.Managed, Filter.Triangle | Filter.Mirror,
                                      Filter.Triangle | Filter.Mirror, 0));
    }
Esempio n. 3
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    public AudioClass(Control owner)
    {
        BufferDescription desc = new BufferDescription();

        localDevice = new Device();
        localDevice.SetCooperativeLevel(owner, CooperativeLevel.Normal);

        localBuffer = new Buffer(DXUtil.FindMediaFile(null, "drumpad-bass_drum.wav"), desc, localDevice);
        audioPlayer = new Audio(DXUtil.FindMediaFile(null, "DirectX Theme.wma"));
    }
Esempio n. 4
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    /// <summary>
    /// Assembles and creates a file-based vertex shader
    /// </summary>
    public static VertexShader CreateVertexShader(Device device, string filename)
    {
        GraphicsStream code = null;
        string         path = null;

        // Get the path to the vertex shader file
        path = DXUtil.FindMediaFile(null, filename);

        // Assemble the vertex shader file
        code = ShaderLoader.FromFile(path, null, 0);

        // Create the vertex shader
        return(new VertexShader(device, code));
    }
Esempio n. 5
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        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the font's internal textures
            drawingFont.InitializeDeviceObjects(device);
            drawingFontSmall.InitializeDeviceObjects(device);

            // Load a sphere mesh
            ballMesh = Mesh.Sphere(device, 1.2f, 36, 36);

            // Load effect file
            string strPath = DXUtil.FindMediaFile(null, "MotionBlur.fx");

            effect = Effect.FromFile(device, strPath, null, 0, null);
        }
Esempio n. 6
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    /// <summary>
    /// Creates a new mesh
    /// </summary>
    /// <param name="device">The device used to create the mesh</param>
    /// <param name="filename">the file to load</param>
    public void Create(Device device, string filename)
    {
        string         strPath = null;
        GraphicsStream adjacencyBuffer;

        ExtendedMaterial[] Mat;

        if (device != null)
        {
            device.DeviceLost  += new System.EventHandler(this.InvalidateDeviceObjects);
            device.Disposing   += new System.EventHandler(this.InvalidateDeviceObjects);
            device.DeviceReset += new System.EventHandler(this.RestoreDeviceObjects);
        }

        // Find the path for the file, and convert it to ANSI (for the D3DX API)
        strPath = DXUtil.FindMediaFile(null, filename);

        // Load the mesh
        systemMemoryMesh = Mesh.FromFile(strPath, MeshFlags.SystemMemory, device, out adjacencyBuffer, out Mat);

        // Optimize the mesh for performance
        systemMemoryMesh.OptimizeInPlace(MeshFlags.OptimizeCompact | MeshFlags.OptimizeAttrSort | MeshFlags.OptimizeVertexCache, adjacencyBuffer);

        textures  = new Texture[Mat.Length];
        materials = new Direct3D.Material[Mat.Length];

        for (int i = 0; i < Mat.Length; i++)
        {
            materials[i] = Mat[i].Material3D;
            // Set the ambient color for the material (D3DX does not do this)
            materials[i].Ambient = materials[i].Diffuse;

            if (Mat[i].TextureFilename != null)
            {
                // Create the texture
                string texturefilename = DXUtil.FindMediaFile(null, Mat[i].TextureFilename);
                textures[i] = TextureLoader.FromFile(device, texturefilename);
            }
        }

        adjacencyBuffer.Close();
        adjacencyBuffer = null;
    }
Esempio n. 7
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        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the font's internal textures
            drawingFont.InitializeDeviceObjects(device);
            drawingFontSmall.InitializeDeviceObjects(device);

            // Create teapot mesh and sphere mesh

            // Note: We don't need a declarator here since D3DXCreateSphere already
            // implicitly creates one for us, and it is set inside the DrawSubset call.

            teapotMesh = Mesh.Teapot(device);
            sphereMesh = Mesh.Sphere(device, 1.0f, 30, 30);

            // Load effect file
            string strPath = DXUtil.FindMediaFile(null, "ClipVolume.fx");

            effect = Effect.FromFile(device, strPath, null, 0, null);
        }
Esempio n. 8
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        protected override void RestoreDeviceObjects(object sender, System.EventArgs e)
        {
            // Now Create the VB
            if ((vertexBuffer == null) || (vertexBuffer.Disposed))
            {
                vertexBuffer          = new VertexBuffer(typeof(CustomVertex.PositionNormalTextured), 100, device, Usage.WriteOnly, CustomVertex.PositionNormalTextured.Format, Pool.Default);
                vertexBuffer.Created += new System.EventHandler(this.OnCreateVertexBuffer);
                this.OnCreateVertexBuffer(vertexBuffer, null);
            }

            device.RenderState.Ambient = System.Drawing.Color.White;
            // Turn off culling, so we see the front and back of the triangle
            device.RenderState.CullMode = Cull.None;
            // Turn off D3D lighting
            device.RenderState.Lighting = false;
            // Turn on the ZBuffer
            device.RenderState.ZBufferEnable = true;

            device.SamplerState[0].AddressU = TextureAddress.Clamp;
            device.SamplerState[0].AddressV = TextureAddress.Clamp;

            string path = DXUtil.FindMediaFile(null, "ruby.avi");

            try
            {
                videoTexture         = Video.FromFile(path);
                videoTexture.Ending += new System.EventHandler(this.MovieOver);
                videoTexture.TextureReadyToRender += new TextureRenderEventHandler(this.RenderIt);

                // Now start rendering to our texture
                videoTexture.RenderToTexture(device);
            }
            catch (Exception err)
            {
                MessageBox.Show(string.Format("An error has occurred that will not allow this sample to continue.\r\nException={0}", err.ToString()), "This sample must exit.", MessageBoxButtons.OK, MessageBoxIcon.Information);
                this.Close();
                throw err;
            }
        }
Esempio n. 9
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        /// <summary>
        /// The device exists, but may have just been Reset().  Resources in
        /// Pool.Default and any other device state that persists during
        /// rendering should be set here.  Render states, matrices, textures,
        /// etc., that don't change during rendering can be set once here to
        /// avoid redundant state setting during Render() or FrameMove().
        /// </summary>
        protected override void RestoreDeviceObjects(System.Object sender, System.EventArgs e)
        {
            // Setup render states
            device.RenderState.Lighting = false;
            device.RenderState.CullMode = Cull.None;

            // Create index buffer

            indexBuffer = new IndexBuffer(typeof(short), numberIndices, device, 0, Pool.Default);

            short[] indices = (short[])indexBuffer.Lock(0, 0);

            int count = 0;

            for (int y = 1; y < m_Size; y++)
            {
                for (int x = 1; x < m_Size; x++)
                {
                    indices[count++] = (short)((y - 1) * m_Size + (x - 1));
                    indices[count++] = (short)((y - 0) * m_Size + (x - 1));
                    indices[count++] = (short)((y - 1) * m_Size + (x - 0));

                    indices[count++] = (short)((y - 1) * m_Size + (x - 0));
                    indices[count++] = (short)((y - 0) * m_Size + (x - 1));
                    indices[count++] = (short)((y - 0) * m_Size + (x - 0));
                }
            }

            indexBuffer.Unlock();


            // Create vertex buffer
            vertexBuffer = new VertexBuffer(typeof(Vector2), numberVertices, device, Usage.WriteOnly, 0, Pool.Default);

            Vector2[] vertices = (Vector2[])vertexBuffer.Lock(0, 0);

            count = 0;
            for (int y = 0; y < m_Size; y++)
            {
                for (int x = 0; x < m_Size; x++)
                {
                    vertices[count++] = new Vector2(((float)x / (float)(m_Size - 1) - 0.5f) * (float)Math.PI,
                                                    ((float)y / (float)(m_Size - 1) - 0.5f) * (float)Math.PI);
                }
            }

            vertexBuffer.Unlock();
            // Create vertex shader
            string         shaderPath = null;
            GraphicsStream code       = null;

            // Create our declaration
            VertexElement[] decl = new VertexElement[] { new VertexElement(0, 0, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.Position, 0), VertexElement.VertexDeclarationEnd };
            ourDeclaration = new VertexDeclaration(device, decl);

            // Find the vertex shader file
            shaderPath = DXUtil.FindMediaFile(null, "Ripple.vsh");

            // Assemble the vertex shader from the file
            code = ShaderLoader.FromFile(shaderPath, null, 0);
            // Create the vertex shader
            ourShader = new VertexShader(device, code);
            code.Close();

            // Set up the projection matrix
            float fAspectRatio = (float)device.PresentationParameters.BackBufferWidth / (float)device.PresentationParameters.BackBufferHeight;

            projectionMatrix            = Matrix.PerspectiveFovRH(Geometry.DegreeToRadian(60.0f), fAspectRatio, 0.1f, 100.0f);
            device.Transform.Projection = projectionMatrix;
        }
Esempio n. 10
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        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the font's internal textures
            font.InitializeDeviceObjects(device);

            string         path      = DXUtil.FindMediaFile(initialDirectory, meshFilename);
            Mesh           pMesh     = null;
            Mesh           pTempMesh = null;
            GraphicsStream adj       = null;

            ExtendedMaterial[] mtrl = null;
            MeshFlags          i32BitFlag;
            WeldEpsilons       Epsilons = new WeldEpsilons();
            ProgressiveMesh    pPMesh   = null;
            int cVerticesMin            = 0;
            int cVerticesMax            = 0;
            int cVerticesPerMesh        = 0;

            try
            {
                // Load the mesh from the specified file
                pMesh      = Mesh.FromFile(path, MeshFlags.Managed, device, out adj, out mtrl);
                i32BitFlag = pMesh.Options.Use32Bit ? MeshFlags.Use32Bit : 0;

                // perform simple cleansing operations on mesh
                pTempMesh = Mesh.Clean(pMesh, adj, adj);
                pMesh.Dispose();
                pMesh = pTempMesh;

                //  Perform a weld to try and remove excess vertices like the model bigship1.x in the DX9.0 SDK (current model is fixed)
                //    Weld the mesh using all epsilons of 0.0f.  A small epsilon like 1e-6 works well too
                pMesh.WeldVertices(0, Epsilons, adj, adj);
                // verify validity of mesh for simplification
                pMesh.Validate(adj);

                meshMaterials = new Direct3D.Material[mtrl.Length];
                meshTextures  = new Texture[mtrl.Length];
                for (int i = 0; i < mtrl.Length; i++)
                {
                    meshMaterials[i]         = mtrl[i].Material3D;
                    meshMaterials[i].Ambient = meshMaterials[i].Diffuse;
                    if ((mtrl[i].TextureFilename != null) && (mtrl[i].TextureFilename != ""))
                    {
                        path = DXUtil.FindMediaFile(initialDirectory, mtrl[i].TextureFilename);
                        // Find the path to the texture and create that texture
                        try
                        {
                            meshTextures[i] = TextureLoader.FromFile(device, path);
                        }
                        catch
                        {
                            meshTextures[i] = null;
                        }
                    }
                }

                // Lock the vertex buffer to generate a simple bounding sphere
                VertexBuffer   vb         = pMesh.VertexBuffer;
                GraphicsStream vertexData = vb.Lock(0, 0, LockFlags.NoSystemLock);
                objectRadius = Geometry.ComputeBoundingSphere(vertexData, pMesh.NumberVertices, pMesh.VertexFormat, out objectCenter);
                vb.Unlock();
                vb.Dispose();
                if (meshMaterials.Length == 0)
                {
                    throw new Exception();
                }

                if ((pMesh.VertexFormat & VertexFormats.Normal) == 0)
                {
                    pTempMesh = pMesh.Clone(i32BitFlag | MeshFlags.Managed, pMesh.VertexFormat | VertexFormats.Normal, device);
                    pTempMesh.ComputeNormals();
                    pMesh.Dispose();
                    pMesh = pTempMesh;
                }
                pPMesh = new ProgressiveMesh(pMesh, adj, null, 1, MeshFlags.SimplifyVertex);

                cVerticesMin = pPMesh.MinVertices;
                cVerticesMax = pPMesh.MaxVertices;

                cVerticesPerMesh = (cVerticesMax - cVerticesMin) / 10;
                pmeshes          = new ProgressiveMesh[(int)Math.Max(1, Math.Ceiling((cVerticesMax - cVerticesMin) / (float)cVerticesPerMesh))];

                // clone full size pmesh
                fullPmesh = pPMesh.Clone(MeshFlags.Managed | MeshFlags.VbShare, pPMesh.VertexFormat, device);

                // clone all the separate pmeshes
                for (int iPMesh = 0; iPMesh < pmeshes.Length; iPMesh++)
                {
                    pmeshes[iPMesh] = pPMesh.Clone(MeshFlags.Managed | MeshFlags.VbShare, pPMesh.VertexFormat, device);
                    // trim to appropriate space
                    pmeshes[iPMesh].TrimByVertices(cVerticesMin + cVerticesPerMesh * iPMesh, cVerticesMin + cVerticesPerMesh * (iPMesh + 1));

                    pmeshes[iPMesh].OptimizeBaseLevelOfDetail(MeshFlags.OptimizeVertexCache);
                }
                currentPmesh = pmeshes.Length - 1;
                pmeshes[currentPmesh].NumberVertices = cVerticesMax;
                fullPmesh.NumberVertices             = cVerticesMax;
                pPMesh.Dispose();
            }
            catch
            {
                // hide error so that device changes will not cause exit, shows blank screen instead
                return;
            }
        }
Esempio n. 11
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        /// <summary>
        /// The device has been created.  Resources that are not lost on
        /// Reset() can be created here -- resources in Pool.Managed,
        /// Pool.Scratch, or Pool.SystemMemory.  Image surfaces created via
        /// CreateImageSurface are never lost and can be created here.  Vertex
        /// shaders and pixel shaders can also be created here as they are not
        /// lost on Reset().
        /// </summary>
        protected override void InitializeDeviceObjects()
        {
            // Initialize the drawingFont's internal textures
            drawingFont.InitializeDeviceObjects(device);

            //ExtendedMaterial[] mtrl = null;
            mdlfile = new MDLFile();
            string path = DXUtil.FindMediaFile(initialDirectory, meshFilename);

            try
            {
                //systemMemoryMesh = Mesh.FromFile(path, MeshFlags.SystemMemory, device, out adjacency, out mtrl);
                if (!mdlfile.ReadFromFile(initialDirectory + "\\" + meshFilename))
                {
                    throw new FileLoadException("not a valide MDL file.", meshFilename);
                }
                MDLObject obj = mdlfile.RootObject;
                rootmdl = obj;

                CBLOD.Items.Clear();
                if (obj.type == MDLType.mdl_lod)
                {
                    CBLOD.Enabled = true;
                    for (int i = 0; i < obj.nchildren; i++)
                    {
                        CBLOD.Items.Add(obj.childrens[i].lodval);
                    }
                    obj = obj.childrens[0];
                    CBLOD.SelectedIndex = 0;
                }
                else
                {
                    CBLOD.Enabled = false;
                }

                //				while (obj.type != MDLType.mdl_mesh)
                //				{
                //					if (obj.childrens[0].type == MDLType.mdl_empty)
                //						obj = obj.childrens[1];
                //					else
                //						obj = obj.childrens[0];
                //
                //				}
                // process textures
                if (mdlfile.NumTextures > 0)
                {
                    meshMaterials = new Material[mdlfile.NumTextures];
                    meshTextures  = new Texture[mdlfile.NumTextures];
                    for (int i = 0; i < mdlfile.NumTextures; i++)
                    {
                        meshMaterials[i]         = new Direct3D.Material();
                        meshMaterials[i].Ambient = Color.White;
                        meshMaterials[i].Diffuse = Color.White;

                        MDLFile mdlbmp = new MDLFile();
                        if (mdlbmp.ReadFromFile(initialDirectory + "\\" + mdlfile.Textures[i] + ".mdl"))
                        {
                            if (mdlbmp.RootObject.type == MDLType.mdl_image)
                            {
                                MDLImage     mdlimg    = mdlbmp.RootObject.image;
                                MemoryStream memstream = new MemoryStream(mdlimg.bitmap);
                                try
                                {
                                    //meshTextures[i] = TextureLoader.FromStream(device,memstream,mdlimg.bitmap.Length,mdlimg.w,mdlimg.h,0,0,Format.R5G6B5,Pool.Managed,Filter.Linear,Filter.Linear,0);
                                    //meshTextures[i] = TextureLoader.FromStream(device,memstream,mdlimg.w,mdlimg.h,0,0,Format.R5G6B5,Pool.SystemMemory,Filter.Linear,Filter.Linear,1);
                                    Bitmap     bitmap = new Bitmap(mdlimg.w, mdlimg.h, PixelFormat.Format16bppRgb565);
                                    Rectangle  rect   = new Rectangle(0, 0, mdlimg.w, mdlimg.h);
                                    BitmapData bmdata = bitmap.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format16bppRgb565);
                                    IntPtr     pixels = bmdata.Scan0;
                                    unsafe
                                    {
                                        byte *pBits = (byte *)pixels.ToPointer();
                                        for (int p = 0; p < mdlimg.bitmap.Length; p++)
                                        {
                                            pBits[p] = mdlimg.bitmap[p];
                                        }
                                    }
                                    bitmap.UnlockBits(bmdata);
                                    //bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
                                    meshTextures[i] = Texture.FromBitmap(device, bitmap, Usage.AutoGenerateMipMap, Pool.Managed);
                                }
                                catch (Exception e)
                                {
                                    string mess = e.Message;
                                    MessageBox.Show("error loading texture '" + mdlfile.Textures[i] + ".mdl'. " + e.Message);
                                }
                            }
                        }
                    }
                }

                ArrayList objs = FlattenChildren(obj);

                Meshes       = new Mesh[objs.Count];
                MeshesEnable = new bool[objs.Count];
                MeshesTex    = new int[objs.Count];
                objectRadius = 0;
                tvObj.Nodes.Clear();

                for (int oi = 0; oi < objs.Count; oi++)
                {
                    obj = (MDLObject)objs[oi];


                    TreeNode tn = new TreeNode("part " + oi.ToString());
                    tn.Tag     = oi;
                    tn.Checked = true;
                    tn.Nodes.Add("# vertices = " + obj.mesh.nvertex.ToString());
                    tn.Nodes.Add("# faces = " + (obj.mesh.nfaces / 3).ToString());
                    if (obj.textidx == -1)
                    {
                        tn.Nodes.Add("no texture");
                    }
                    else
                    {
                        tn.Nodes.Add("texture = " + mdlfile.Textures[obj.textidx]);
                    }
                    tvObj.Nodes.Add(tn);

                    // process mesh
                    systemMemoryMesh = new Mesh(obj.mesh.nfaces / 3, obj.mesh.nvertex, MeshFlags.SystemMemory, VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture1, device);

                    //systemMemoryMesh = Mesh.Box(device,12,15,2);
                    VertexBuffer pVB           = systemMemoryMesh.VertexBuffer;
                    int          dwNumVertices = systemMemoryMesh.NumberVertices;

                    CustomVertex.PositionNormalTextured [] dest =
                        (CustomVertex.PositionNormalTextured [])pVB.Lock(0,
                                                                         typeof(CustomVertex.PositionNormalTextured), 0, dwNumVertices);

                    for (int i = 0; i < dest.Length; i++)
                    {
                        dest[i].X = obj.mesh.vertices[i].x;
                        dest[i].Y = obj.mesh.vertices[i].y;
                        dest[i].Z = obj.mesh.vertices[i].z;

                        dest[i].Nx = obj.mesh.vertices[i].nx;
                        dest[i].Ny = obj.mesh.vertices[i].ny;
                        dest[i].Nz = obj.mesh.vertices[i].nz;

                        dest[i].Tu = obj.mesh.vertices[i].mx;
                        dest[i].Tv = obj.mesh.vertices[i].my;
                    }

                    pVB.Unlock();

                    int      dwNumFaces = systemMemoryMesh.NumberFaces * 3;
                    ushort[] idxs       = (ushort[])systemMemoryMesh.LockIndexBuffer(typeof(ushort), 0, dwNumFaces);

                    for (int i = 0; i < dwNumFaces; i += 3)
                    {
                        idxs[i]     = obj.mesh.faces[i];
                        idxs[i + 1] = obj.mesh.faces[i + 2];
                        idxs[i + 2] = obj.mesh.faces[i + 1];
                    }
                    systemMemoryMesh.UnlockIndexBuffer();
                    //systemMemoryMesh.SetIndexBufferData(obj.mesh.faces,LockFlags.None);
                    // Lock the vertex buffer, to generate a simple bounding sphere
                    VertexBuffer vb = null;
                    try
                    {
                        vb = systemMemoryMesh.VertexBuffer;
                        GraphicsStream vbStream = vb.Lock(0, 0, 0);
                        objectRadius = Math.Max(objectRadius, Geometry.ComputeBoundingSphere(vbStream, systemMemoryMesh.NumberVertices, systemMemoryMesh.VertexFormat, out objectCenter));
                    }
                    finally
                    {
                        // Make sure we unlock the buffer if we fail
                        if (vb != null)
                        {
                            vb.Unlock();
                        }
                    }
                    // Make sure there are normals, which are required for the tesselation
                    // enhancement
                    if ((systemMemoryMesh.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal)
                    {
                        Mesh tempMesh = systemMemoryMesh.Clone(systemMemoryMesh.Options.Value, systemMemoryMesh.VertexFormat | VertexFormats.Normal, device);

                        tempMesh.ComputeNormals();
                        systemMemoryMesh.Dispose();
                        systemMemoryMesh = tempMesh;
                    }
                    Meshes[oi]       = systemMemoryMesh;
                    MeshesEnable[oi] = true;
                    MeshesTex[oi]    = obj.textidx;
                }                 // oi loop
                tvObj.ExpandAll();
                objectCenter = new Vector3(0, 0, 0);
            }             // try
            catch
            {
                // Hide the error so we display a blue screen
                return;
            }
        }