如何将导出.X模型导入C#中
小弟是C#初学者,想知道如何将用3D导出的.X模型导入到C#中!````` 
 汗```` 
 在线等`````希望有人回答!~~~``
------解决方案--------------------mamange directx 
 xna game
------解决方案--------------------using System; 
 using System.Drawing; 
 using System.ComponentModel; 
 using System.Windows.Forms; 
 using System.IO; 
 using Microsoft.DirectX; 
 using Microsoft.DirectX.Direct3D; 
 using Direct3D=Microsoft.DirectX.Direct3D;   
 namespace MeshesTutorial 
 { 
     public class Meshes : Form 
     {   
         Device device = null; // Our rendering device 
         Mesh mesh = null; // Our mesh object in sysmem 
         Direct3D.Material[] meshMaterials; // Materials for our mesh 
         Texture[] meshTextures; // Textures for our mesh 
         PresentParameters presentParams = new PresentParameters(); 
         bool pause = false;   
         public Meshes() 
         { 
             // Set the initial size of our form 
             this.ClientSize = new System.Drawing.Size(400,300); 
             // And its caption 
             this.Text =  "Direct3D Tutorial 6 - Meshes "; 
         }   
         bool InitializeGraphics() 
         { 
             // Get the current desktop display mode, so we can set up a back 
             // buffer of the same format 
             try 
             { 
                 // Set up the structure used to create the D3DDevice. Since we are now 
                 // using more complex geometry, we will create a device with a zbuffer. 
                 presentParams.Windowed = true; 
                 presentParams.SwapEffect = SwapEffect.Discard; 
                 presentParams.EnableAutoDepthStencil = true; 
                 presentParams.AutoDepthStencilFormat = DepthFormat.D16;   
                 // Create the D3DDevice 
                 device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams); 
                 device.DeviceReset += new System.EventHandler(this.OnResetDevice); 
                 this.OnResetDevice(device, null); 
                 pause = false; 
             } 
             catch (DirectXException) 
             { 
                 return false; 
             } 
             return true; 
         } 
         public void OnResetDevice(object sender, EventArgs e) 
         { 
             ExtendedMaterial[] materials = null;   
             // Set the directory up two to load the right data (since the default build location is bin\debug or bin\release 
             Directory.SetCurrentDirectory(Application.StartupPath +  @ "\..\..\ ");   
             Device dev = (Device)sender;   
             // Turn on the zbuffer 
             dev.RenderState.ZBufferEnable = true;   
             // Turn on ambient lighting  
             dev.RenderState.Ambient = System.Drawing.Color.White; 
             // Load the mesh from the specified file 
             mesh = Mesh.FromFile( "tiger.x ", MeshFlags.SystemMemory, device, out materials);                 
             if (meshTextures == null) 
             { 
                 // We need to extract the material properties and texture names  
                 meshTextures  = new Texture[materials.Length]; 
                 meshMaterials = new Direct3D.Material[materials.Length]; 
                 for( int i=0; i <materials.Length; i++ ) 
                 { 
                     meshMaterials[i] = materials[i].Material3D; 
                     // Set the ambient color for the material