I am just getting into XNA programming and have been unable to figure out how can I access the texture from a ".x" model. I am using a custom shader to display my model (just a cube with a texture mapped on it) with the filters set to point. To do this I needed to pass the effect my texture file which needed to be imported separately from my model or else it would complain since it is included in my model as well. This works perfectly how I want it, however this isn't really an agreeable method when I have many different models with their own textures.
My question is:
How am I able to access the texture included in my model directly from it and send that to my shader? Or am I able to access it directly with HLSL?
What I have tried:
I have found posts saying that it can assigned to a texture variable with:
Texture2d texture = ((BasicEffect)model.Meshes[0].Effects[0]).Texture
When I tried this the game runs but the cubes are just black. I can see that the texture variable is holding info and has the right dimensions but I can't tell if it is correctly holding the actual image. When I used just the BasicEffect
they rendered just fine with their texture.
Update:
I have managed to get this to work after a little bit of fiddling. My game loads in a few hundred of the same cube and upon creation of each it would try save the texture of the model using the code above and then go through the mesh parts and change the effects to my custom effect. I discovered that the first cube created would save the texture okay but any subsequent cubes created would complain that they can't be cast as a BasicEffect. This resulted in one textured cube and then a lot of black ones. I am guessing that when it reuses the same model over and over like that it will just use the one that was modified to use my custom effect which was done on the first instance of the cube. Is this normal? I have got them all to render as textured by changing the texture variable to static.