Hello.
I found that
vertex color exported only when
vertex alpha not equal zero. But before(when I used with
3DS MAX 2010 and
FBX 2010)
vertex color was presented even when
vertex alpha is zero.
The process looks so:
1. Create a mesh in
3DS MAX 2012 SP1.
2. Coloring
vertex color by using
VertexPaint modifier.
3. Coloring
vertex alpha by using
VertexPaint modifier.
(I want to note, it is looks great with my shader in
3DS MAX viewport)
4. Export with
FBX Plug-in 2012.2 to fbx file.
5. Render in
XNA under my shader with input pre-vertex semantic “
COLOR”
struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
#ifdef _MAX_
float2 Tex : TEXCOORD0;
float4 Color : TEXCOORD1; //sampler number(Red - Rock, Green - Grass, Blue - Dirt)
float3 Alpha : TEXCOORD2; //sampler number(Alpha - Road)
#else
float2 Tex : TEXCOORD0;
float4 Color : COLOR0; //sampler number(Red - Rock, Green - Grass, Blue - Dirt, Alpha - Road)
#endif
float3 Tangent : TANGENT0;
float3 Binormal : BINORMAL0;
};
If
vertex alpha is zero(was painted in black(0,0,0) color in
3DS MAX), then the
vertex color painted black in
XNA under my shader(although in
3DS MAX it was not painted in black), if
vertex alpha was painted in white(255, 255, 255), then it is looks normal, all colors is present, but for
multytexturing with four textures I need have
vertex color even when
vertex alpha of this vertex is zero. It was be possible in
3DS MAX 2010 with
FBX Plug-in 2010.
Is it the feature, bug or I just miss some thing?
P.S.
If my question is unclear, just tell me, I'll try to rephrase.
Thanks.