Answer Questions
Leoviveke Rotation about the z-axis...
I have a square on screen (2 triangles), and I'm experimenting with rotating the thing. Rotating about the x and y axis works as expected (the thing spins horizontally and vertically), but when I rotate it about the z-axis, it goes up and down, deforms a bit, and just looks weird. As for how I'm doing it right now, I'm using Matrix.RotationYawPitchRoll(x, y, z) to get my rotation matrix. ...Show All
Shailesh Patel How do you play MP3's in DirectSound?
So far, I've figured out how to make my program play wav files using the following code: // "sound" is the name for my DirectSound device DS.BufferDescription desc = new DS.BufferDescription(); desc.ControlEffects = true; DS.SecondaryBuffer buffer = new DS.SecondaryBuffer( "laser.wav", desc, sound ); buffer.Play( 0, DS.BufferPlayFlags.Default ); But if I try to use an mp3 file as my file source (ie, "music.mp3&quo ...Show All
DonHutson Sprite not working after upgrade to DirectX Aug version. (new)
Hi all, I've upgraded the DirectX SDK to the Aug version. Now, when i draw a sprite, nothing shows up. My previous post was marked as answered and locked by a moderator, who shouldn't have locked it, as it wasn't answered. If the Draw2D() is bugged, and it's suggested to use the Draw() function, well, that's great. I am already using the Draw() fucntion, however, it doesn't allow for stretching the surface to a different rect then the sour ...Show All
nixnutz DirectX 9.0c Dec 2005
Outstanding product. After install my eVga Nvidia 6800 GT has texture breakup in DirectX. Of course there's no rollback. So what now, repair to WinXP from CD and reinstall all updates, SP2, etc What a pain in the butt. You are seeing problems with your drivers from NVidia/EVGA, _not_ from the SDK (I also have the EVGA card and see similar problems). You will find these artifacting problems discussed at length ...Show All
gmart Create a sprite programatically in .NET?
Hi; I've struck out trying to get an answer to this in the .net forums. Is there a way to create a Bitmap object in .net where the bitmap is all 100% transparent (alpha) I can then draw lines, text, etc. on the bitmap and where I do not draw, it remains transparent. thanks - dave Just to clarify, "all from .Net" and "all in GDI" is not the same thing. Managed DirectX is a 100% managed API so you could use DirectX and still stay ...Show All
androKLez finding a tactile device to use together with tablet to play a game
hi, i want to develop a game that use graphical tablet to play.... but the graphical tablet does not provide the force feedback effect.... so i decide to find a tactile device that can provide the force feedback effect for the user.... and that device will use together with the tablet to play the game.... i just wondering what tactile device can give the force feedback effect for the player...... i just want output no input device.... the force ...Show All
FernandoAlvarez loading multiple meshes
is there a sample out about loading multiple mesh objects, and how to place them on the screen thanks thanks a bunch Not specifically. The simple case is that you create a list of things you want to draw, and where you want to draw them. Then each fram you loop through the list. Set the place you want to draw the mesh by setting the world matrix and then draw the mesh. If thing ...Show All
iMo DirectPlay - Voice
This might not be the correct place, but a have a question about the "removed" DirectPlay Voice support that is depricated in the latest SDK because of security implications. Is there a suitable, C# compatible ideally, replacement for the Voice functionality I use it to develop a classroom based intercom (e.g. LAN only) for allowing student to instructor interactions. Regards, Ray Ray Hayes w ...Show All
snotman Multiply alpha from texture and vertexcolor
I can't find a way to use both my texture's alpha information, and also apply a alpha blend "on top" of that. Texture alpha is no problem, I just use SourceBlend = Blend.SourceAlpha; DestinationBlend = Blend.InvSourceAlpha; but I also want to "dim" the output arbitrarily. First I was hoping that I could set the alpha value of the material's diffuse or ambient properties, or maybe use RenderState.BlendFactor, but that doesn't seem ...Show All
Darren Braun Updating textures with SetRenderTarget
I'm working on the terrain rendering technique which involves displacement mapping. I have a couple of textures that are, logically, the mip-map of the terrain. Now, I have to update them all, from the biggest to the smallest, and to do so I do the following: device->GetRenderTarget(0, &oldRT); device->GetDepthStencilSurface(&oldDSS); device->BeginScene(); for (i = 0; i < levels - 1; i++) { // // Set the current texture as d ...Show All
usguy Some questions about Vista & Direct3D 10
Hello! Greetings from Ukraine! I am still programming under WinXP and DX9. But I'm going to port my code into Vista platform and cannot find some information I am interested in. According to numerous articles and documentations porting is to be painful:) So, I have some questions listed below: 1. When will (approximately) the nVidia or ATI accelerators support Shader Model 4 2. How shall I use SIMD advantages on the C ...Show All
Dan J 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
KnightSurfer Transparent textures?
If i have a simple polygon with a transparent PNG as texture, how do i make other polygons behind the transparent polygon visible through the first one. Right now all transparancy on the png get the same color as the one i specify in device.Clear(...); What you usually do is render the solid objects first. Then you render the less opaque objects. What you will also need to do is set some render stat ...Show All
muart DirectInput keyboard keys get stuck
I've been using the following two methods to collect and poll keyboard: public void ProcessInput() // called on each frame render { Key[] temp = _device.GetPressedKeys(); // _device is DirectInput.Device Key[] keys = new K ...Show All
A. Rajesh Shadow maps
Hi I'm looking for some information about texture shadow maps. I've looked in goole for a sample, but i can't find one. The ones I found, or are incomplete or too complex (because they involved other more complex concepts, like soft shadows). The sample about Shadow Maps in the DX SDK run soooooooo slowly that it is very hard to properly study it (I think that's because it is meant for DX 10). What I'm realy looking, is a sample code as simple a ...Show All
