Answer Questions
Jaros?aw Kowalski Installing DirectX SDK
Hello.I am using Microsoft Visual Studio 2005.I downloaded the DirectX SDK from December and I have installed on my computer but I cannot build DirectX Aplication.Why I use VB. The 2nd question: "VC# is better for DirectX applications " and how I set up my references Ok.Tranks! You can recomand me some online tutorials (something good) ...Show All
Deb Magsam WOW...strange problem with deleting meshed "DYNAMIC"ly flagged
Hello, recently I transformed my "game"(just at early stages) into DXUT framework, so I dont have to spend time with many windows related stuff. Anyway, when I was switching between WINDOWED/FULLSCREEN I was getting error that there are some resources that are not freed. I corrected memory leaks and this error message was still showing up. I couldn't find more unfreed resources...but then I just tried deleting D3DXMESH_DYNAMIC fr ...Show All
Art Vandolay Jr. Background Texture Loading
Here the skinny on my situation: I want to create a screensaver-type app that draws textures onto some simple primitives. The textures are created from randomly selected image files (like the My Pictures Slideshow screensaver.) During execution I want to periodically load a new texture from a file and not interrupt the rendering. When the new texture is finished loading it is set as the current texture in use (the ol ...Show All
Kloda DirectX and Visual C# .NET Express???
Hi, I'm trying to play around with DirectX and C#. I downloaded the C# Express edition, and the latest DirectX SDK. After installing the DirectX SDK, I tried to add a reference to my project for Microsoft.DirectX, but I couldn't find anything DirectX under the .NET tab. Then I went through the browse tab looking within the directory structure for the DirectX SDK, and couldn't find C# would reference to. I then browsed to the C:\Window ...Show All
Brahma TransformedTextured depth (Z) values
I am using 2 TransformedTextured vertex buffers in my scene: 1 for the background 1 prop I assumed that the Z value was a value between 0 and 1; where 1.0 was the back of the scene. This works well for the background, so with this thought, I also assumed then that z=0.5 would place the plane halfway between the front clipping plane. But this does not appear to be the case. The Z value definitely has an impact on the plane's position bet ...Show All
Camalot about the mouse input in sampleframework
Hi all, Is there any way to know the location of the mouse and show the mouse location on the screen from time to time What should I do if I draw a texture in the sampleframework, and when the user clicks the mouse button at the texture, the samplework takes some actions immediately Should I need to calculate the boundary of the texture and then check whether the mouse is inside the boundary Thank you ...Show All
Danny Ah D3DXComputeTangentFrame() question
I use the D3DXComputeTangentFrame() function on a mesh loaded from a x-file. Then I create another finer mesh by using the first meshs' vertices and additional intermediate vertices. The new vertices use averaged normals and tex coords from the original mesh. The vertex order remains the same (CW). When I now do the D3DXComputeTangentFrame() on the new mesh, I get swapped binormal and tangent vectors in comparison to the original mesh. Does ...Show All
Stan Kitsis - MSFT Drawing textures with transparent and semi-transparent texels?
Hello, I have a texture and I'll draw it in 2D view, I try to make some texels of it fully transparent and the other is some transparent. Unfortunately I don't know how to do that. I started with DirectX plugin for Photoshop I designed the texture as fully transparent at some texels and semi transparent as others. Then I save it as DDS format I choosed format of A8R8G8B8. I load it with color key ...Show All
Brent Russell Bad results
Hi! When executing my pixel shader, results are ok. But when I execute with my recent new grpahic card Quadro FX 3400/4400 results are rubbish. Exactly what happens is that! In my pixel shader I have these four operations Output.weights.x = (1-frac2.x)*(1-frac2.y);\n" // 1 float output Output.weights.y = frac2.x*(1-frac2.y); // 1 float output Output.weights.z = (1-frac2.x)*frac2.y; //1float output Output.weights.w = frac2.x*frac2.y; // 1float o ...Show All
Boops Boops Flying bird using DirectX
I'm 3d beginner. I need to make a flying bird using DirectX. I don't know if to draw such a complicated object in DirectX or to create it using some external tool, like 3dmax, and to make it flying with DirectX. In any case, I don't know how to start (I have latest Direct SDK and Visual Studio 2005). Instead of using 3d max (Very Expensive, unless you have it already, or have money to burn) I would look at ...Show All
MSJ How Do I get the Color Value(argb) from a background image in a window under my mouse?
Please help. I have looked every where. I dont want to use the color picker control. I want to hover the mose over my currently open window which has a background image and display the color value of any pixel it is currently over in a textbox. please post response here and to my email address incase I cant find this forum again. pliszkacm@hotmail.com Thanks Thanks for the reply, but I am st ...Show All
Imti LockRect on a DXT1 surface with 1bit alpha
Hi, Im just working on my terrain shadowing (not realtime) and want to consider the alpha-values of an objects texture. I want the object to cast a correct shadow and already managed to achive this for "normal" texture formats like A8R8G8B8 and A1R5G5B5. I lock the texture using lockrect for a rect of a single pixels-size. So this works alright: lpAlphaTex->LockRect( 0, &lckd_rect, &rect, D3DLOCK_READONLY); DWORD* pTBits = reint ...Show All
CBoland-SARK Debugging shaders
Hy. I've never debugged shaders before and I really need to do it; so I followed all the steps from the SDK, then I tested the debugger on a SDK sample that had shaders and it worked. Then I turned my attention to my application and I've modified the code to enable it to run with shader debugging. The only problem is that shaders aren't debugged, I've inserted a breakpoint there and it isn't reached. I've tried everything, but nothing work ...Show All
hughbert Alpha blend working fine, but never writing value to color buffer
I have alpha blending working as I want it to... except for the odd error that my rendered 32 bit colors always have alpha set to zero. It looks like (from my searching) that I am the only person in the world who cares about the final alpha value. Aparently eveyone else are happy if the colored pixels blend right. I have tried all sorts of combinations and the result is always the same: alpha is zero. How do i setup the device to blend ...Show All
Arshad Paracha june sample issues
it seems that when I run some of the samples a few of the device checks fail, and the program wants to switch over to a software device, if I remove this line of code if (caps.PixelShaderVersion < new Version(1,1)) return false ; the sample runs but all the meshes have lost there textures, how can I fix this I guess my problem with this is that when ever you make changes like this ...Show All
