dx11/Loading_Geometry_Overview doesn't work

Hi.

I can’t load any geometry in DX11. Pin “is valid” is always empty.
Other DX11 fitches works fine.

I try to open dx11/Loading_Geometry_Overview.v4p - same result. Geometry file exist, but pin is empty and renderer is black.

P.S. XFile node can read same files.

I can confirm it’s not working with my setup here. Actually with “simplest case”, I don’t get a valid input, but at least there’s model in the renderer. The second renderer ist black, though. When disconnecting the FileTexture the model appears there aswell.

i found error in TTY renderer list.
ERROR: Can’t load “AssimpNet.dll” or some component…

Resulting in: An exception occurred while trying to create an instance of type 'VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode'.

Resulting in: Cannot activate part 'VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode'.
Element: VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode -->  VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode -->  TypeCatalog (Types='VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode').

Resulting in: Cannot get export 'VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode (ContractName="VVVV.PluginInterfaces.V1.IPluginBase")' from part 'VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode'.
Element: VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode (ContractName="VVVV.PluginInterfaces.V1.IPluginBase") -->  VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode -->  TypeCatalog (Types='VVVV.DX11.Nodes.Assimp.AssimpSimpleLoaderStructuredNode').

Resulting in: Cannot set import 'VVVV.Hosting.IO.PluginContainer.PluginBase (ContractName="VVVV.PluginInterfaces.V1.IPluginBase")' on part 'VVVV.Hosting.IO.PluginContainer'.
Element: VVVV.Hosting.IO.PluginContainer.PluginBase (ContractName="VVVV.PluginInterfaces.V1.IPluginBase") -->  VVVV.Hosting.IO.PluginContainer

DLL file exist.
My setup is: notebook, core i3, Win7 64bit, vvvv_45beta33.7_x86, vvvv-packs-dx11-b33x-x86

try installing VC redist 2013

Do you mean “Visual C++ Runtime 2013”?

i think it was “Visual C++ Runtime 2012” thats still missing in setup.

It’s 2012… no text …

Thanks guys.

It’s working now:)

Can’t convince the GeometryFile to show Valid=1.

Visual C++ Runtime 2012 Update 4 stays red.

Tried the webinstaller button,
tried direct download of that Update 4.
Uninstalled, Reinstalled, restarted.
Run Windows Updates.
Another round. Red.

I had this before. These C++ Redists tend to have some identity blues from time to time. Solutions?

@blausand it seems you’re with alpha: forum-alpha/visual-c%20%20-runtime-update-4-missing

vc++ 2012 redist only makes the GeometryFile node running (ie. the node itself is no longer red after installing that package). the fact that it still returns valid=0 to my understanding is unrelated and i don’t know why that is.

Ah, ok. Thanks for the quick reply. I thought the node is unhappy with that additional texture coordinates which are encoded to some “template FVFData {}” in the .x file.
Anyway. The shader isn’t receiving those UV1 and that is what it boils down to for me. As soon as i add some :TEXCOORD1 to the vertex shader’s input, the TTY says “Invalid Layout detected for Slices:0,1,…,18,”
I was looking for alternative assimp loader nodes, but only GeometryFile-(DX11.Geometry-Assimp) seems to spread the Filename pin.

Well u might post ur mesh. And i never had sucess in dx11 with x file.
For multi uv’s i use collada

Ah, i’d love to switch to collada.
But i have to save back mesh data after on-location mapping and process them once more generating UV1, also in vvvv.

Thanks for your advice in both threads.

-< Expand here for single mesh file example

xof 0303txt 0032
template Vector {
<3d82ab5e-62da-11cf-ab39-0020af71e433>
FLOAT x;
FLOAT y;
FLOAT z;
}

template MeshFace {
<3d82ab5f-62da-11cf-ab39-0020af71e433>
DWORD nFaceVertexIndices;
array DWORD faceVertexIndicesnFaceVertexIndices;
}

template Mesh {
<3d82ab44-62da-11cf-ab39-0020af71e433>
DWORD nVertices;
array Vector verticesnVertices;
DWORD nFaces;
array MeshFace facesnFaces;

}

template Coords2d {

FLOAT u;
FLOAT v;
}

template MeshTextureCoords {

DWORD nTextureCoords;
array Coords2d textureCoordsnTextureCoords;
}

template FVFData {

DWORD dwFVF;
DWORD nDWords;
array DWORD datanDWords;
}

Mesh {
16;
-2.683194;1.811859;-3.324666;,
-2.512511;2.022193;-3.321117;,
-2.358387;2.238596;-3.320401;,
-2.076324;2.540364;-3.323196;,
-2.475456;1.651765;-3.316582;,
-2.319636;1.857560;-3.324777;,
-1.999944;1.970482;-3.314371;,
-1.704298;2.255735;-3.322589;,
-2.293994;1.493344;-3.328329;,
-1.998988;1.778143;-3.328047;,
-1.682833;1.874706;-3.325737;,
-1.473322;2.044995;-3.325255;,
-1.965207;1.260143;-3.331863;,
-1.691450;1.493205;-3.324244;,
-1.486339;1.675613;-3.328047;,
-1.281281;1.880673;-3.328047;;
12;
3;0,1,5;,
3;5,4,0;,
3;1,2,6;,
3;6,5,1;,
3;4,5,9;,
3;9,8,4;,
3;5,6,10;,
3;10,9,5;,
3;6,7,11;,
3;11,10,6;,
3;9,10,14;,
3;14,13,9;;

MeshTextureCoords {
16;
0.000000;0.000000;,
0.285714;0.000000;,
0.571429;0.000000;,
1.000000;0.000000;,
0.000000;0.285714;,
0.285714;0.285714;,
0.571429;0.428571;,
1.000000;0.428571;,
0.000000;0.571429;,
0.428571;0.571429;,
0.714286;0.714286;,
1.000000;0.714286;,
0.000000;1.000000;,
0.428571;1.000000;,
0.714286;1.000000;,
1.000000;1.000000;;
}

FVFData {
258;
32;
1050253722,
1025904086,
1051802388,
1025904086,
1053351054,
1025904086,
1055674053,
1025904086,
1050253722,
1034292694,
1051802388,
1034292694,
1053351054,
1037013324,
1055674053,
1037013324,
1050253722,
1039733954,
1052576721,
1039733954,
1054125387,
1041320988,
1055674053,
1041320988,
1050253722,
1044041617,
1052576721,
1044041617,
1054125387,
1044041617,
1055674053,
1044041617;
}
}

group of Meshes

I’ve put the group of Meshes online also, and i hope to find a solution for that problem really.

Hi again, yea that was main issue for me also, since i had to actually mod the model in 4v before it went to production…
Think i used moded obj exporter from the contribs in the end… But i’ll have a look tommo if i can give u something working.
I’m not really sure if obj exporter gonna save the second uv set, i’m pretty sure i try to import multi uv obj’s and they were not working.

yeah afaik obj spec does not support more then one UV…

It ain’t exactly elegant but you can export from vvvv one obj per UV. Otherwise you can hide it in another vertex attribute, but this will depend on your other application’s appetites and what it likes to eat.

there is also the hacky way to read collada file and rewrite xml, but i did’t succeed last time

The hacky way sounds like just the cheapest solution and as soon as it’s done porting the native Writer-(EX9.Geometry-XFile) node to understand the DX11IndexedGeometry type, it would also be a helpful “Backport”.

If the .X-file format specification can express the caps of DXIndexedGeometry, that is…

On my taste still so far best option, load mesh in dx9 and dx11 do a mesh spit in 9 get index buffer from there, process vertices in dx11, put indices from 9 rest from 11 in to obj writer, for multi uv do that twice then transfer uv in 3d software