Answer Questions
unclejim storing of directx sample
How does directx stores it's samples I have a 22KHz WAV file , with 8 bit's per sample . I load the wav into a buffer. I want to create a pointer to go over a locked portion of the buffer , sample by sample . What cast should the pointer be is it double byte or what A general theme in DirectX is that it will give you a pointer to the raw block of binary data - it doesn't tend to format it nicel ...Show All
Mirko Geffken DX Engine (3D) ... C# or C++?
Hello, everyone. Some friends and I want to develop a 3D engine (using DX9). We know how to create an engine using C++. But should we go with C# this time I have been using C# for a while now, and I am confident. But I just need to know someone else's opinion on creating a DX engine in C# or C++. You can do it either way. It really depends on the kind of end users you expect to support. Nightmare_B ...Show All
KaptKrunch Torque Game Engine
After some carefull thought, I have decided to develop a game using C++ with an existing open source engine. Torque ( http://www.garagegames.com/products/1 ) was one reccomended option, and I was just wondering what everyone else thinks about it. Is it DirectX or what Torque is an OpenGL engine (although there's a DirectX hack for it -- but it's not stable). Torque Shader Engine is their new DirectX ...Show All
Scot Campbell Control Hardware Acceleration in DirectX
hi there, I am using Managed DirectX. Can i control level of hardware acceleration through DirectX while creating or initializing device If i can control it through my software, what things i can do with it there is still option to change hardware acceleration through manually by changing it through properties of VGA but my requirment is to change it through my own software. please reply soon .... Thanx There is this re ...Show All
AbbottF Game physics and scripting
Hi, I allmost finished the graphics, sound and input of my game engine project. In few weeks i gone start physics and scripting, but there aint much information on this in the sdk. Only the config system has some kinda physics. Anyone know some good places for starting physics (allready got Novodex and tomahawk sdk's, but where's the fun if u don't make your own) or is it possible for microsoft to add some more information and samples about thes ...Show All
Ger Teunis Anti-aliased sprites (and how I don't want them).
I'm trying to display 2d images on screen using the Sprite class in Managed DirectX (C#) but unfortunately they always come out blurred. As far as I can tell, I'm using the correct sizes for the source and destination rectangles (and I've experimented by varying the sizes; e.g. the increase dimensions by 1 pixel to sort out sizing problems) and my texture is loaded using either point filtering or no filtering. The sprite never comes out as ...Show All
Keith Willis 2D animations
I am going to implement 2D animation in my program. The animation use a list of bitmap (with alpha channel) stored in ONE binary file and therefore I create an array of texture before showing the animation. But I find that when I try to create all the textures at the beginning, the animation is okay, but loading textures is quite slow and the memory usage is also very large(1xx MB), which is not acceptable. Are there any method to reduce the mem ...Show All
DeWale Managed C++ DirectX Devices
I recently upgraded my Windows::Forms application to use DirectX with Managed C++ (instead of unmanaged C++). Ever since I did it I get exceptions with the following line (even if before I succesfully built and ran my application, containing the line, several times, ) : DeviceList * deviceList = Manager::GetDevices(DeviceClass::GameControl, EnumDevicesFlags::AttachedOnly); (by the way is this an appropriate way for enumerati ...Show All
Stuart Massey Using particles with Direct 3D
Minh wrote: They seemed to have removed the PointSprites sample from the June SDK. I remember it was in both the managed & unmanaged sides prior to that. I'm not sure why the decision to remove samples while not replacing them with something similar. The PointSprite sample was removed a while ago. For those interested in particle systems in Direct3D, you might search the web. A quick trip to my favorite search e ...Show All
Samuel Phung Players move faster at higher framerates
Okay, this is really bad. Clearly, a hard-coded "2" that's applied to my character's "Left" property on every frame render isn't going to cut it. Obviously, the game will run slow on crappy hardware, and there's not much I can do to prevent that. But the game shouldn't run faster on really good hardware! How can I cap the movement speed, or better yet, guarentee a certain speed within reason I can already calculate frames per second, and h ...Show All
Mikeopolo porting to c++
not sure how to do this but heard it could be done, is there a way to use the sampleframe work from the c++ code in a C# app and if so how could this be done Um...why not use the sample framework code that's already written in C# that's in the SDK ($DXSDK_DIR)\Samples\Managed\Common there is a textbox bug in there that I cant seem to get working right, but this bug is not in the c++ version and porting ...Show All
Prashant Utekar Texture simply duplicates the first pixel
This is a noob question, but I wasn't sure if it belonged in the beginners or graphics forums. I'm learning DirectX and trying to get textures figured out, but when I load my texture, it just duplicates the first pixel over my entire surface. To let you know in advance, I am using the most recent SDK and Visual Studio 2005 standard edition. Here is my code. "graphics" the first parameter, is the name of my Direct3d device: ...Show All
Sammu where is system.dll??
when i run dxdiag, everything shows its fine except that system.dll is missing for directx. is this a problem i have looked for directx uninstallers but have found none of them to be working. and how can I reinstall directx so that system.dll is there somebody help!! This is a known issue. I ran into this issue and reported it. MS confirmed it and tracked down the cause. Basically,& ...Show All
Patrick.Ke Exporting to .X
Okay, I've been messing with this for like two days and I still can't get textures to work, so I figured I'd post here. I'm using Maya 7.0 and I've gotten the exporter installed and I can export geometry just fine, but I'm doing something wrong with where I'm putting the textures/what kinds of textures I'm using/parameters. I'm not sure. I export to a .x file and when I load it up in the DirectX Viewer, the object is there, but there is no textu ...Show All
LKHall Image Formats acceptable for DirectX textures
Hi All I am new to DirectX but have quite a bit of experience with VS including 2003 and now 2005. I use VB.Net primarily but do some bits with C#. I am trying to render objects designed for Microsoft Flight Sim in managed DirectX. These seem to be a special format being extended bit maps with a .bmp extension and using DXT1 or similar compression. I am using the latest SDK but I'm not sure if I am using the latest DLLs (I noticed ...Show All
