Answer Questions
Liviu Ursu Managing SetTexture calls
Hello, Would it make sense to remember which texture was set with SetTexture last, in order to avoid unnecessary SetTexture-calls Since this call is already wrapped within my texture manager it would be very easy to do this.. Or is there already a similar test within SetTexture Thanks, I know the general performace tips, but the costs table of the API calls is new to me. Quite informative, I'll consider these ...Show All
Duke Voldemar 2d display in direct3d
I'm looking for some help in drawing a texture (or anything really) that is fixed to the screen. Like text in the sdk samples, you can move around in 3d but the text is fixed. My goal is to create a heads up display for a 3d fps. I just started learning direcx 9 abt 2.5 weeks ago but have the basics down - except this. If anyone could point me to a sample it would be great. Thanks in advance oh btw i'm using c++ ...Show All
Ephi setting position of sphere
Hi! I am using DirectX 9.0 and VC++ .NET. I am trying to create a sphere (for collsion detection) but the application crashes on a particular line. The screen goes black and I have to use "shift + F5" to recover. I can't understand the reason as the same function ( SetTransform) is working fine in another file of the same project. Please somebody help me. I am attaching the code and the line is marked in green. Following is the functi ...Show All
Jimmm Confused about transformation pipeline...
Hi, I'm writing a simple 3D engine. It's my first attempt at this so I apologize in advance if I seem new at this. ( I am. ) I'm having trouble understanding the order of things when transforming the vertex buffers. I read some articles about frames (frame of reference), but I'm not able to grasp how a single frame (screen buffer) is rendered in terms of the order that each frames (frame of reference) is transformed. Say I have a ...Show All
Lubo Birov - MSFT (DX 2.0.0.0 April 2006) couldn't create Device ( NotAvailableException )
Hi all, I have been using the february 2006 SDK 2.0.0.0 API in my app and really enjoyed the various changes since 1.*. However when upgrading to April 06 release, my code would still compile but wouldn't create my Device anymore... This is the code I successfully used to create my Device (within a windows Control Form, no FullScreen) with the february API : Hi Leho, Sorry to disappoint you... I've added your 2 lines to my code ...Show All
orange_square Dealing with DirectX's infamous off-by-one X,Y and width/height issue
Hi, I've noticed that in several areas, DirectX seems to get basic math wrong by one pixel, and I'd like to be reassured that this is some sort of design decision or something. For example, if I have a simple right triangle with transformed vertices defined as such: int x = 0; int y = 0; int width = 10; int height = 10; verts[0].X = x; verts[0].Y = y; verts[0].Z = 0; verts[0].Rhw = 1.0f; verts[1].X = x + width - 1; ve ...Show All
Pavel Cristian Gabriel 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
K::ot???ter Rookie question w/ Index Buffers + Vertex Buffers
Hi, I'm having a real tough time with Index Buffers/Vertex Buffers. A book I'm reading wants me to draw a kind of large (for me, anyway!) scene mesh using Index Buffers and Vertex Buffers. It always comes out deeply Picasso-ed :[ So I thought I'd try to scale it down to a box and figure out what I was doing wrong with a simpler mesh, but even my Box comes out picasso-ed when I try to use buffers from the mesh itself. In the code sample below, th ...Show All
Yakoob multiple uv coordinates
Hello there, I'm trying to create an X file with a mesh that has multiple UV coordinates. How can I do that I know that it must somehow be possible as the (old) mesh viewer has tha option to show up to 8 texture coordinate sets. How can more than one uv set be declared in an X file (ASCII) In fact, is there ANY complete and reliable documentation of the X file standard That document would be like the holy grail for many many developer ...Show All
SMeddows DirectX Bug
Hey! In all samples I install using DirectX 9.0 as API, may it be from DirectX SDK or NVidia SDK, the following bug is present: The ui controls, such as drop down box, slider bars, check boxes etc all appears normal at first. But whenever I try to interact with them they disapear for good never to come back. The samples are still running as they should. My machine is uses a dual core amd athlon x64 cpu, it has about 2 gigs of ram, nvidia GeForce ...Show All
Mumose Shadow Mapping 1 Problem, 1 Question
Hi, in my demo i have the following problem: when i use the soft-shadow mapping in this tutorial (code included) with the light target set to 0,0,0, the base of the objects that are closer to the ground are not passed to shadows, what is the problem A Question: how to implement Alpha Map in Soft-Shadow Mapping for vegetation, Holes... You should discuss that specific tutorial over here: http:// ...Show All
CMick XNA needs visual studio 2005?
I am working with Dark Basic Professional and want to check out XNA. I have visual studio.net I can't find if XNA will work with VS.NET or if I will be forced to upgrade to VS 2005. Knowing Microsoft they will use XNA to drive sales of every new version of visual studio that gets released. So will XNA work with visual studio.net Sorry if I sound bitter about all the new version of visual C. I don't have a lot of money and I keep hitting ro ...Show All
Rent Input Layout and Shaders
I've read that the input layout is bound to the vertex format and to the shader. Do you have to create a seperate input layout for every VertexFormat/VertexShader combinationen Thanks. Ok. Thank you. Do you mean the new InputLayout from Direct3D 10 or the VertexDeclaration for Direct3D 9 In the case of Direct3D 10 you should use the beta newsgroups for your question. See ...Show All
Adamx DirectX batch sizes and Impostors
Hi, I am working on an implementation of the Hierarchical Image Cache by Shade et.al. In short, it uses a spatial hierarchy of dynamically updated impostors to avoid having to re-render the base objects for as long as possible: if possible, an impostor is updated by rendering its direct children (which are also impostors, but of a smaller subset of the scene) instead of the full geometry. I have already written a working implementation in Open ...Show All
husyn Application Block for MDX
Has it ever been considered to release an Application Block for MDX Something that could encapsulate the "low-level" stuff so we could concentrate more on the game logic by itself Thanks in advance, Not a Problem glad to help. Mykre, Thanks for your prompt reply. I have looked at the framework you mentioned, and it is really nice. Regards, Marcelo Have you looked at the common framework that is released for with the SDK. This ...Show All
