Answer Questions
Nicolai Klausen Dramatic memory leak in DrawText
I've been banging my head against the wall for the last few days trying to track down the source of a rather big memory leak in my Direct3D-application. Turns out the culprit seems to be the DrawText function. Let me explain exactly what happens: I'm using a variable width truetype font (Times New Roman) created through D3DXCreateFont. I'm using this in various parts of my application, but the part where the problems are easiest to notice is ...Show All
Michael Cullina 2d in directx
i need to make a 2d waypoint editor, and now that directdraw is not part of managed directx and gdi+ is so slow... how do i draw things like lines and circles The ZMan wrote: Circles - draw lots of short lines along the path sin(angle), cos(angle) where angle loops from 0 to 360 degrees. The number of steps gives you how smooth it will be. I would personally recommend this method - there are a ...Show All
Mick Hollins Theory: Multiple SDK/DirectX Installations and the C3635/C3377 problems
First off this is what I have installed in regards to .NET, DirectX and Programming Software - all in their own directories. DirectX - October 2005 Edition DirectX - December 2005 Edition DirectX - February 2006 Edition Visual Studio 2005 Express (C#, C++ etc) - Net SDK 2.0, DX Feb2006 Visual Studio 2003 C++ - Net SDK 1.1, DX Oct/Dec and Feb (separately) Visual Studio 6 C++ (Not used since 2003 installed last year) Net S ...Show All
DWhobrey Targeting older machines
Hi there. I guess part of this is more of an opinion question. I want to target older machines that may not have up-to-date graphics cards. Right now I am using a game engine that gives the developer the option of using DX8, DX9, or its own software driver. To compile the engine, I naturally need the DirectX SDK. Problem being that the latest realeases don't have DX8 support. So the question becomes: Is DX9 a 'safe' way to go f ...Show All
M. Shariq Muzaffar Asset Relationship Management
Hi, I am quite interested in the functionality that the ARM API can provide and think that it will be very useful to us and I would like to do an evaluation of it. Are there any samples or tutorials online or in the March 2006 CTP that explain how to use the API Cheers Ashley Davis Lead Programmer Kuju Entertainment I have examined the use of the ARM API in MechCommander2 and was able to get my own C# sample applicatio ...Show All
Raymond R Unit size
Hi, I don't understand how to define units in my model and world space. I have loaded a mesh, and if I don't scale it down it is very large. When I modeled it in a 3d modeler i modeled it to be about 50cm X 50cm X 70cm. When I load in the mesh it is very big. I want to define it so that 1 unit = 50 cm. And the screen is about 10x10 units. How can I do this I you don't understand my question, please tell me and I will try to explain my problem in ...Show All
Scott Hathaway MC2 GameOS?
Hi, On a cursory look, it seems that the "GameOS" lib contains a good deal of core logic, including some rendering logic. Is it possible to get more source in this lib (still excepting the network code, of course). I originally wanted to update the renderer to utilize shaders via DX9, but the initial browse makes me think this isn't doable. Thanks, Brian I mean "port" as in moving the code ...Show All
Ronan Jordan DirectX Tutorials?? Where!?
I was wondering where I could find some DirectX Tutorials.. For DirectInput, DirectPlay, Direct3d, and pretty much anythign about DirectX! Myabe there could be a sticky with tutorial links on it So most begginers coudl get a starting hand at a few things, instead of having to ask lots of basic questions one after the another, like me! :) So, if anyone could at least show me some links for it Personally I need for VB.NET, but other links are also ...Show All
MAA1 VertexBuffer problem
Hello, Im write simple bitmap font manager for my game. In my font class im created vertex buffer for 100 chars(600 TransformedTexturedColoredVertices). Vertex Buffer is dynamic and WriteOnly. My problem is in rendering function. In each call of this function vertex buffer is locked with discard option and then filled with data. Next some set render states and rendering with TriangleList. In game im render 10000 chars (60000 vertices) for spe ...Show All
dmcgiv direction to rotation
Hi, I have a mesh which represents my spot light, it points forward in the z direction. And i have my direct3d spotlight, its direction is ( 0, -1, 0 ) so its pointing straight down, how do i take (0,-1,0) and convert it a rotation, so that i can put values in to Matrix.RotationYawPitchRoll(...) so that i can rotation my mesh to point in the same direction as my d3d spotlight v1 dot v2 = |v1| |v2| cos ...Show All
Grigory Bushuev MC2 GameOS?
Hi, On a cursory look, it seems that the "GameOS" lib contains a good deal of core logic, including some rendering logic. Is it possible to get more source in this lib (still excepting the network code, of course). I originally wanted to update the renderer to utilize shaders via DX9, but the initial browse makes me think this isn't doable. Thanks, Brian I mean "port" as in moving the code ...Show All
The Zigzag Video on 2005 WinForm
What gives Works fine in vs2003 but not in vs2005 with current version of DirectX. Any ideas and directions would be appreciated. <vs 2003> Dim vid As New Microsoft.DirectX.AudioVideoPlayback.Video("C:\Temp\u.mwv") <Vs 2005> Dim vid As New Microsoft.DirectX.AudioVideoPlayback.Video("C:\Temp\u.mwv") <Error message> DLL 'C:\WINDOWS\assembly\GAC\Microsoft.DirectX\1.0.2902.0__31bf3856ad364e35\Microsoft.DirectX.dll' ...Show All
Ramazan Binarbasi Loading .X meshes
How do you load a DX8 .x mesh file My 3D modelling program (Blender) exports to DX8 format or just .X. I don't know what the difference is. I tried it with the same code as for one of the meshes that came with the SDK, but it just gives an error. Odd.. I tried that with 2.37a and the October SDK, but "Mesh failed to load!". I'll get the newer SDK next time I'm at my friends house. (he has cable, I don't >.<) ...Show All
Interociter Using Sprite to draw 2D graphics
Hi all, I use Sprite class to draw Bitmaps on the screen. In the sprite class, I only know how to do some simple effects on the texture, such as setting the transparency. The problem is that I want those textures to be affected by Lighting. E.g. If the color in the texture is blue, the outcome result is Green. Also I want to do other effects like a spot light on the texture. I have read a book (C++) and seems that I have to use ...Show All
ThE_lOtUs Does DirectX have the OpenGL equivalent of Display lists?
As the subjects asks, is there an equivalent feature in DirectX Basically I want to just render about 200 spheres most of which will be the exact same copy of each other. Drawing each sphere independently of each each other gave quite poor performance in OpenGL until I used Display lists which enabled me to save a fixed set of drawing commands and just call the display list instead of redrawing the sphere each time. ...Show All
