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Importing a blender model into a DirectX 11.2 C++ application

I'm new to DirectX applications, with a decent knowledge of C++ and some experience in working with Blender. So for starters i would like to know how could i import, say, a UV sphere from Blender into a DirectX 11.2 C++ application. I'm using november edition compiler. Is there a tutorial for working with Blender models in DirectX applications that is up to date? Because i read that the .X format is not supported anymore after DirectX 10, and i need to use it in a DirectX 11.2 enviroment. I'm pretty much clueless about what to do and in what direction to go, so any help would be much appreciated.

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miso Avatar asked Dec 16 '25 18:12

miso


1 Answers

If you 'just' want to display some 3D objects using native DirectX there is no other way than doing all the initialization stuff, writing a file loader for some kind of format that Blender is able to export and setting up a respective render pipeline. Indeed the way is long until you can see your Blender model in your own application. But if you intend to write your own graphics engine eventually it is a way you have to take. If this is not your goal I recommend you to use an open source 3D engine of your choice.

I used a very good online tutorial on a web page which unfortunately does not exist any more and of course the MSDN libraray to learn about DirectX 11. You can still find these tutorials at an internet archive. Additionally I found another tutorial which seems to look good at a first glance.

If you don't need to do very special things which Blender must write into the file you are exporting, I suggest using the .obj format since it is easy to understand and to load.

By chance I'm writing my own graphics engine in the moment. So if you have any further questions concerning this topic feel free to contact me.

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Julian Avatar answered Dec 19 '25 14:12

Julian



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