Answer Questions
KavitaRavi dxwebsetup wierdness - deployment with app
Hi, sorry to post this in this forum, I am unsure where to post it. OK here is the thing. I have a deployment problem. I am creating a setup with my app, created in VS 2005 Pro, using C#(.NET 2.0) This app of mine requires DirectX runtime end user files, or the SDK but really the runtime files. Now, during installation, I bundled in the dxwebsetup.exe. This executes fine. 2 main problems here already: 1 ...Show All
Omar Hector 123 Which version of MDX to choose?
Hi! I've decided to start learining C# and MDX. Which version of MDX i should choose I thought about 2.0, but it's still beta and there's no documentation for it. What advantages does it have over version 1.1 That tutorial is for v1.1 which means you add the files with version 1.0.29xx.0. For most DLLs xx is 02, however for Direct3DX.dll add the one with the highest version. Since you are on 1.1 you add ...Show All
Andrea Y VertexBuffers: Lock/Unlock and same memory address....
If i create only one static vertex buffer in my program and i do: Lock/Unlock....Lock/Unlock....Lock/Unlock....etc - all this calls return me same start memory address for vertex buffer data if this buffer not been recreated or not P.S. sorry for my english pls :) It might or it might not. But do NOT assume you will always get the same address. Also, NEVER write to the address without doing a Lock first, and ...Show All
Kromek Resizing D3D Window?
Hello I have a simple D3D app running in windowed mode. It simply renders a textured cube. However when I resize the window I have to reset the viewport, I think based on my experience in OGL. The default behaviour is not working properly, as it blurs the rendered cube and makes its edges very gaggy. Resetting the viewport upon resize does not solve the problem though. I have something like this: WM_SEIZE: // viewport width = cx / ...Show All
Hoop SurfaceLoader
I was using SurfaceLoader.Save(filename, ImageFileFormat.Png, surface); to save screenshots in my old MDX project, now I'm switching to MDX2 and I know that it is beta and "shouldn't be used" but I haven't had much trouble at all converting. However, this stumbles me. Is SurfaceLoader renamed / moved or just simply removed And is it possible to save the backbuffer to a file in MDX2, or do I have to wait for the february sdk ...Show All
axp RGB A.8.8.8 - Alpha not working?
This is my first time trying 32-bit in DirectDraw. I'm reading a book on it, but like many readers, they try out new experiments along the way. This is one of them. I give the alpha value a random value every frame, and I thought it would make the rectangles draw with some transparency to it. However, every rectangle drawn looks solid still. Any solutions would be great. Thanks, Phil ps. suggestion: A source code iframe on ...Show All
Psylo Sparse Matrix-vector multiplication on GPU using DirectX 9
I want to implement Sparse Matrix-vector multiplication on GPU. I have a matrix where each component is of the form struct cell { int value; int row; int col; } I store the row and column with the value because I rearrange the matrix into the Compressed Row (CRS) sparse matrix storage format. Can I pass the matrix to the GPU as a texture that stores the above values. Can I pass the vec ...Show All
RossDonald Question about managed DirectX DLL versions (and compatibility with future versions)
I'm a little unclear about the versions of the managed DirectX DLLs released in the past, compared with the ones released though Windows update, and the ones that will be released in the future. When I use "Add reference..." it finds a bunch of versions of DLLs. How do I know which ones to use If I use the ones that came with Windows Update, do I still need to distribute these DLLs with my application If I t ...Show All
net DirectX Vs. OpenGL
Im just getting into computer games programming and have become quite familiar with C++ in the last month. However having done some research these 2 names keep cropping up DirectX and OpenGL Can anyone tell me what these two do and which is the best to start learning. Are they both linked with C++ or have i been wasting my time learning c++. Thanks Craig Over the last few months I have been gathering informati ...Show All
asiaenforcer MC2 GameOS?
Hi, On a cursory look, it seems that the "GameOS" lib contains a good deal of core logic, including some rendering logic. Is it possible to get more source in this lib (still excepting the network code, of course). I originally wanted to update the renderer to utilize shaders via DX9, but the initial browse makes me think this isn't doable. Thanks, Brian Mike I presume you mean port as in to utilize ...Show All
Christopher Ireland Need Help About Properties of map members
I never loose time as much as thinking about hierarchy & properties. I have a question about map members, to make them static or not. for ex if i make objects members static (Objects here means, the objects will be created by reading meshes & will be seen in map): in Objects.cs: private static int meshCount; private static float[][] positionXYZ; private static float[][] yawPitchRoll; public static int MeshCount{get{re ...Show All
CalvinEagles Texture map to 3d head model
Hi I want to map the 2D human face image as a texture on 3d head model in managed DirectX. Can Anyone help me on this problem I have already tried TextureLoader.FromFile(...) Method but it didnt work. This method put some dark shade on 3d model and nothing else. I want to map the image from file on 3d head model. How this would be done thnx thnx for ur response...Actually ...Show All
Gerald Huff I loaded a mesh and it gets drawn weirdly....
I'm trying to load the airplane formthe dx9 samples. For some reason it gets drawn weirdly: http://img20.imageshack.us/my.php image=dx9thinger4vh.jpg Here's how I'm doing it: public class Model { Mesh mesh = null; Material[] materials = null; Texture[] textures = null; public Model() { } public Model(Device device, String filepath) { ExtendedMaterial[] tempMaterials; mesh = Mesh.FromFile(filepath ...Show All
KeithGarrett Broken Link to MechCommander 2 Shared Source Release
Microsoft XNA Build March 2006 Community Technology Preview featured at http://www.microsoft.com/downloads/details.aspx FamilyID=868fe562-5ded-4bb1-8648-708d3481bda3&DisplayLang=en has a link to the MechCommander 2 Shared Source Release download. The link is http://www.microsoft.com/downloads/info.aspx na=40&p=2&SrcDisplayLang=en&SrcCategoryId=&SrcFamilyId=868fe562-5ded-4bb1-8648-708d3481bda3&u=http%3a%2f%2fgo.microso ...Show All
Stephen Lawson Texture Pixelating
The texture i am drawing is pixelating a little. Is there any way to remove or minimise it . i am using CustomVertex.TransformedColoredTextured It worked... Thanks Do you have selected a texture filter for Mip, Min and Mag If you use C++ look for the “SetSamplerState“ Methode. m_pDevice->SetSamplerState (0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); m_pDevi ...Show All
