i've a problem with my meshes
in dxviewer it looks nearly how it should be:

but in my program the shading isn't like in the dxviewer (e.g. the lots are missing):

here are my parameters and my renderstates:
parameters.Windowed = true; parameters.SwapEffect = SwapEffect.Discard; parameters.EnableAutoDepthStencil = true; parameters.AutoDepthStencilFormat = DepthFormat.D16; dev = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, parameters); dev.RenderState.ZBufferEnable = true; dev.RenderState.Lighting = true; dev.RenderState.CullMode = Cull.None; dev.RenderState.Ambient = System.Drawing.Color.White; dev.RenderState.SourceBlend = Blend.SourceAlpha; dev.RenderState.DestinationBlend = Blend.InvSourceAlpha; dev.RenderState.ZBufferWriteEnable = true; dev.RenderState.AlphaBlendEnable = false; dev.Lights[0].Type = LightType.Directional; dev.Lights[0].Diffuse = System.Drawing.Color.White; dev.Lights[0].Direction = new Vector3(-2.0f, -2.0f, -2.0f); dev.Lights[0].Enabled = true; dev.Lights[1].Type = LightType.Directional; dev.Lights[1].Diffuse = System.Drawing.Color.White; dev.Lights[1].Direction = new Vector3(2.0f, 2.0f, 2.0f); dev.Lights[1].Enabled = true; dev.RenderState.Ambient = System.Drawing.Color.FromArgb(0x202020);
loading of the mesh:
mesh = Mesh.FromFile(filename, MeshFlags.SystemMemory, dev, out materials);
meshMaterials = new Material[materials.Length];
for (int i = 0; i < materials.Length; i++)
{
meshMaterials[i] = materials[i].Material3D;
meshMaterials[i].Ambient = meshMaterials[i].Diffuse;
}
what do i have to do to view my mesh as in the dxviewer?
kopi_b











