Answer Questions
StanoB February SDK: Where is my frame count? ;-)
I just installed the February DX SDK. Now I'm missing the fps display I used to have in the status display when I switched off vsync in the old sdk (August 05). With the new sdk it just says "vsync off". How can I diplay the fps with the new sdk Nico I think you're right, because the samples all stopped showing FPS, too, and it makes sense they forgot to update them. (We all want the samples to ...Show All
Mads Torgersen - MSFT need help with code from a book
Hi guys I have the Beginning 3D Game Programming book by Tom Miller In chapter 4 page 62, he says to put code in the OnCreateDevice method in listing 4.2 adding this code causes the program to crash, with the error being Failed to create Direct3D device public void OnCreateDevice(object sender, DeviceEventArgs e) { SurfaceDescription desc = e.BackBufferDescription; ExtendedMaterial[] mtrls; levelMesh = Mesh.FromFi ...Show All
jhoney MechCommander2: Multi-Player?
This probably isn't the right place, but I've been trying to figure out how to enable multi-player play for MechCommander2. I'm thinking it has to do with the lack of a cd-key, but I'm not certain. Where should I look Multiplayer was disabled for our shared source release and most of the functions and code have been stubbed out. If you look through the code you can see how it was being used and possibly implem ...Show All
Naamala waveformatextensible problem with assigning to DSBUFFERDESC
wfex.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE; wfex.Format.nChannels = g.s.dxOutChan; wfex.Format.nBlockAlign = (g.s.dxOutChan * g.s.dxOutBitSiz) / 8; wfex.Format.nSamplesPerSec = g.s.SAMPLE_RATE; wfex.Format.nAvgBytesPerSec = wfex.Format.nSamplesPerSec * wfex.Format.nBlockAlign; wfex.Format.wBitsPerSample = g.s.dxOutBitSiz; wfex.Format.cbSize = 22; wfex.Samples.wValidBitsPerSample = g.s.dxOutBitSiz; wfex.dwChannelMask = SPEAKER_FRONT_LEFT | S ...Show All
Jordi Valldaura Rique Won't draw primitives
http://www.nomorepasting.com/paste.php pasteID=60067 take a look at that code ... any idea why it won't draw the primitives i think i tried just about anything ... i must be doing something wrong ... hope you can help me out The way you create your vertex buffer will not store the stride size in the object. Because of this you have to use the SetStreamSource method that set the stride, too. In your case the stride ...Show All
Prince Chalakkal rendering text to surface problem
hi guys i am trying to write a text on 3d surface so i did the following code but i am getting an error in it in the line device.SetRenderTarget( 0 ,surf); note that my text is always changing on the surface so it is not possible to write it directly on the texture out side directx ok plese help me correcting this code . Surface backbuffer = device.GetBackBuffer( 0 , 0 , BackBufferType.Mono); Surface surf = _TArrayButtomBoard.GetSur ...Show All
aabudara Help with a simple Direct3d Program
I have been following the tutorials at Pieter Germishuys website (http://www.pieterg.com/) to try and teach myself the basics of Direct3d. However, the way his tutorials are written do not fully explain a few aspects, and I have found myself stuck. The 2nd tutorial is used to create a simple colored triangle. I find myself staring at a black box instead of a colored triangle. I am hoping that someone can help me figure this out. Thanks in advan ...Show All
DouglasR Direct3D DrawIndexedPrimitives - Not Drawing Primitives
I am using C# and am attempting to Render a list of triangles using DirectX 9.0 SDK with the .Net 2.0 Framework. However when i run it i get a blank form, when i swaped the call to DrawPrimitives it works. I have checked the Hardware Support to ensure it allows 32 bit indexes with the IndexBuffer. The IndexBuffer the numbers 1 to NumIndexes as type int The VertexBuffer contains NumVerts PositionColored Vertices Here is Part of the Rend ...Show All
zootmastaflex Managed Directx Deployment Problem
I am making a game using visual studio .net 2003 with directx 9 2005 update. I create a deployment project with visual studio that includes all directx.dll files and other detected dependancies. I deploy the game to the computer on which it was developed and it works fine. Now I want to test the networking so I deploy it to a laptop. The laptop is running windows xp with SP 2 (so .net framework is there obviously) I ...Show All
Wang chia yu Water animation
Hi all, I wonder how i can create a simple water effect, just with a bump en reflactionmap (cubemap) or something. But i my graphicscard had vs_1_1 and ps_1_3 (Geforge 4, 4200 TI). Is it possible to create an x file or something like that for directx. My math and experience with directx is not that good enough to understand documents of nvidia. Is there somebody who can help me Watershader in games like Half-life 2 runs perfect on my system... ...Show All
Morgan Skinner Getting rendered graphics (quickly) from the card
I had a thread about thins some days back, but for some reason I can not write into it now. I am faced with the task of rendering some graphics with directx and then copying that graphics into another card which generates a video signal. I need to feed it a new frame 25 times a second. The size is 720*576 The rendering does not have to be any faster that this. I have tried two methods of geting the pixels, and both are much too slow. On ...Show All
simon_p using Microsoft.Samples.DirectX.UtilityToolkit
I just started working again on a game I had been writing and abandoned for quite a while. I have managed to get it working with the latest release of the SDK but now I have run into a problem trying to add a new UI. Im am trying to add some of the the controls from the customUI tutorial that came with the SDK . I added "using Microsoft.Samples.DirectX.UtilityToolkit;" to my code but of course the compiler didn't reconize Microsoft.Samples... ...Show All
Rajeev Tiwari C# and Vertex Shader problems
I am trying to implement a basic vertex and pixel shader pair (see code below) Vertex Shader float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Position: POSITION0; float3 Normal: NORMAL0; }; struct VS_OUTPUT { float4 Position: POSITION0; }; VS_OUTPUT vs_main( VS_INPUT Input ) { VS_OUTPUT Output; float4x4 tmp = mul( matView, matWorld ); float4x4 tmp2 = mul (matProjection, tmp ); Output.Position ...Show All
elianaca Unmanaged DirectX to solve dependancies?
Hi, I'm back again! My application is now working fine and converting textures as it should, but I've just sent it to one of the texture guys to give it a run through and it crashes out with an error of "File or assembly name Microsoft.DirectX.Direct3D, or one of its dependecies, was not found." As I've come to understand it, that means that the DirectX install that they have isn't enough and that the also need to install the MDX package. Consid ...Show All
VistaGuy .X and multi uvs and texture layers.
I have been using the Microsoft .X exporter for 3d Max and notice that it still doesnt support multiple uvs or multiple texture layers. This is very irritating for me and countless others. There are .X exporters made by third parties which support multiple uv sets, but not multiple texture layers per mesh. I have read that this is all because of X file limitations. My question is when will the Direct X 3d forma ...Show All
