Answer Questions
RichBond007 one vertex and 2 textures: beginner question...
I'm learning direct3d9, and i'm trying to make a "3ds view" application, that loads .3ds files and displays it. It's working fine now, I learned a lot, but today I got a very confusing doubt: Imagine you have: two faces, let's say face A (with texture 1 - large texture, high tiling) and face B (with texture 2 - no tiling); one vertex that belongs to the faces A and B; the flexible vertex format used is: struct Vertex { ...Show All
devgrp May seem like a silly question... (DirectX logo)
What are the terms for using the DirectX logo in a game Been looking all over without finding an answer. In my case I'd like to display it as an icon while performing initialization and during configuration. These are the best links I can find, nothing specific to the DirectX logo but it seems that Jack's advice is probably correct. This is probably one for our ever friendly community manager. http://www.micr ...Show All
Kiran Juikar Distorted texture after lost/reset device
Hi, I'm drawing a textured mesh using DrawIndexedPrimitive, using an effect interface. After a windowed/full screen toggle the texture appears distorted. Interestingly when I draw another mesh in wireframe mode in the same render call the problem doesn't occur. Can somebody help Nico Oh and I guess the D3DTEXTUREADDRESS you need to specify when you use fixed function vertex processing Because with DX I o ...Show All
Beugen Specular reflections aren't working right
I'm having a problem with specular reflection. It flickers as I move around my object. Sometimes when I'm looking at a face, and I swivel the camera just a few degrees, I get specular reflection. When I swivel a few more, the reflection is gone - leading to the flicker. But specular reflection is only based on the position of the camera, not the direction it's lookin ...Show All
jkeane Managed DirectX 9 and older Visual Studio Version
Hi, I'm reading through Tom Miller's book, "Managed DirectX 9 Kick Start. Graphics and Game Programming", 2003, and, of course, using the C# source code as a basis to create simple DirectX 9 demos. The Visual Studio version that I use for compilation is: Visual C++ .NET Standard 2002. At the beginning of his book, the author states in his Preface that the Visual Studio 2003 version is required to assemble and run the code supplied with the book ...Show All
JimBoDH Having trouble Rendering Meshes created "by hand".
I was hoping someone could give the following code a quick look. I was looking at this all night and cannot see a problem. I build a Mesh using the following code: int numberVerts = 4; short [] indices = { 0,1,2, // Front Face 1,3,2 // Front Face }; mesh = new Mesh (numberVerts * 3, 4, MeshFlags .Managed, CustomVertex . PositionNormal .Format, Device); using ( VertexBuffer vb = mesh.VertexBuffer) { G ...Show All
Deepsheep understanding view/world matrix
I have a few questions about this device.Transform.view = Matrix would set the camera for the rendering screen and device.Transform.World = Matrix would place the mesh object into the world space right if all the above is correct what would be the best matrix seting for turning a mesh and placing it into a set location on the screen i suppose the "D3DXMATRIX" isn't identical to the Microsoft.Direct ...Show All
Azzer Distorted texture after lost/reset device
Hi, I'm drawing a textured mesh using DrawIndexedPrimitive, using an effect interface. After a windowed/full screen toggle the texture appears distorted. Interestingly when I draw another mesh in wireframe mode in the same render call the problem doesn't occur. Can somebody help Nico It seems the DrawSubset function sets some state. That would explaine the strange behaviour. But I don't know exactly what it ...Show All
neener Microsoft.DirectX.DirectPlay.Server tutorials
Does anyone know where to get tutorials on the Server class in Microsoft.DirectX.DirectPlay Preferrably in C#. There are no tutorials in the DirectX SDK. In the SDK, we mention, "DirectPlay is deprecated, and Microsoft strongly recommends against using it to develop new applications. Game developers should use Windows Sockets (see Windows Sockets ) and the Windows Firewall APIs (see Games and Firewalls ...Show All
bp457 Sample Framework
I've been looking over the sample framework (empty project) and I can see a lot of useful things in there that would be great if I didnt have to reinvent the wheel, mostly in terms of handling input and GUI code, but... Even though the sample framework code has a lot of comments, it's still very hard to follow and feels like it's all over the place. I realise we all have different coding styles but I was wondering if anyone has some kind of ...Show All
Bobby Ortiz 3d modeling Code Structuring
Hi, I am kind of new to Direct X programming , and currently Im using Direct X 9.0 b and I have a question regarding code structure. I have been able to write a piece of code that displays a rotating object that was imported from 3ds max as a .x mesh.Having done that and thinking of going a step further and displaying multiple objects on the same world , I thought I should make use of some function or using classes to ease the proc ...Show All
do-wah-ditty Does DirectX have the OpenGL equivalent of Display lists?
As the subjects asks, is there an equivalent feature in DirectX Basically I want to just render about 200 spheres most of which will be the exact same copy of each other. Drawing each sphere independently of each each other gave quite poor performance in OpenGL until I used Display lists which enabled me to save a fixed set of drawing commands and just call the display list instead of redrawing the sphere each time. ...Show All
Stefano Stefani - MSFT Problems with Draw Sorting for Alpha Blending
Hi! I'm having a problem finding a way to sort my alpha blended objects for drawing. My language is C# and I'm using the April 2006 DirectX SDK. Currently, I'm calculating the distance from the camera and using an IComparer class object in an Arraylist. When I'm using exceptionally large objects (such as foreground cloud effects) I find that because their distance is measured from the origin objects that are intended to be drawn behind the ...Show All
Aaron Engel Absolute Newbie - How do I know if I'm using Managed Directx?
Ok I realise this may be a completely stupid question, but I'm very new to programing so bear with me. Basically I just want to know how I can tell which type of directX I'm using.. managed or unmanaged. I'm learning programing with the express edition of C#, using the latest (non beta) directX SDK, and a variety of tutorials I found via the Z-buffer site. If I'm making all my directX function calls from C# (which I assume is a managed .NET ...Show All
KJ-1974 Device Lost Problem
I am having a problem with losing the device that I'm not sure about. The window can be minimized, lose focus to another app, and be resized with no problem. The problem occurs if in WinXP the user hits cntl-alt-del and then goes back (either by canceling or by unlocking later). The device can't seem to recover properly from this. Sometimes I can even continue drawing to the device after coming back but resizing it immediately breaks it (when yo ...Show All
