   Lighting confusion..
  Hello there!I seem to have gotten myself a little confused, and I was wondering if anyone could help clarify things for me.I've been practicing displaying a textured 3D cube (one of the examples in Programming RolePlaying Games in DirectX), and upon my first build i was presented with everything I expected, except for a missing texture (the cube was black).Looking through Jim Adams' code he uses the following line, which fixes things: g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);Just wondering why I need to set the light stream to False, when i never set it to True in the first place. Also, why is this line not necessary in his example of a textured 2D square?Thankyou in advance for any help!   
  I'm not familiar with Direct3D, but I would think it's probably due to absence of properly-positioned lights in the scene. Set up some ambient lighting, then you should no longer have to turn off the lighting to see anything. I can't begin to think about the second question without looking at the code.   ;  You have to set it to false, because it's true by default:Quote:D3DRS_LIGHTINGTRUE to enable Direct3D lighting, or FALSE to disable it. The default value is TRUE. Only vertices that include a vertex normal are properly lit; vertices that do not contain a normal employ a dot product of 0 in all lighting calculations. (from the DirectX SDK documentation)   ;  The 2D example most likely uses transformed and colored vertices.   