Apologies Yes I have noted that the MonoGame Pipeline DOES still support an .X File importer. But I am not having much success of it for Android Development. Works in Windows, but different result under Android
My Source files
Please see Humvee Model Files
with the Texture files. This looks OK in Open3Mod viewer, so I believe the .x structure is sound.
This is a Textured .X Humvee.x model , Humvee X Model File which I then Build through the MG Pipeline. I have done this for both Windows and Android Monogame
This is the Humvee Model Rendering Code
Windows MG Works fine
But Android MG Does Not Render properly
But the lighting does not work with the same code Android Monogame.
The vertices and culling get mixed up if I mix with text (or the Triangle culling rendering gets mixed up.
But if I remove all SpriteBatch Text writing, or set the
RasterizerState CullState = new RasterizerState();
CullState.CullMode = CullMode.None
Appears to sort the messed up culling, but the lighting is still not there.
I get just the same results if I use .dae models. Texture lighting fine in Windows under default light conditions, but under Android Game the Lighting does not work.
So it seems to be MonoGame Android Devices do not like the MonoGame default Lighting conditions for 3D models textures. The Graphics Lights under Android seem very different behaviour to Windows Models texture Rendering
What Graphics and Basic Effect Lighting Conditions work best on Android ? (I am Testing against a Nokia 6 Mobile Phone)
*nb have tried transforming into .fbx files, but I have been unable to get any Texture files to be mapped across. (Models all rendered Bright grey)