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  • determining if value is in range with 0=360 degree problem.

    - by Raven
    Hi, I am making a piece of code for DirectX app. It's meaning is to not show faces that are not visible. Normaly it would be just using Z-buffer, but I'm making many moves and rotations of mesh, so I would like to not do them and save computing power. I will describe this on cube. You are looking from the front so you see just one face and you don't need to rotate the 5 that left. If you would have one side of cube from 100*100 meshes, it would be great to not have to turn around 50k meshes that you really don't need. So I have stored X,Y,Z rotation of camera(the Z rotation I'm not using), and also X,Y,Z rotation of faces. In this cube simplified I would see faces that makes this statement true: cRot //camera rotation in degrees oRot //face rotation in degrees if(oRot.x > cRot.x-90 && oRot.x < cRot.x+90 && oRot.y > cRot.y-90 && oRot.y < cRot.y+90) But there comes a problem. If I will rotate arround, the camera can get to value 330 for exapmple. In this state, I would see front and right side of cube. Right side have rotation 270 so that's allright in IF statement. Problem is with 0 rotation of front face, which is also 360 degrees. So my question is how to make this statement to work, because when I use modulo, it will be failing for that right side and in this way it won't work for 0=360.

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • WndProc(ref Message m), Prevent minimize Games, Send key strokes.

    - by Stanomatic
    Overview: I am going to create a touch application that interfaces with games and other apps. This concept is similar to the app found on touch-buddy.com but I will be using C# and WPF instead of how the application is written in Perl. I have a few challenges I would like to evaluate. The touch-buddy app uses two approaches while interacting with games; 1. Client mode (Same machine runs both game and touch-buddy). 2. Server / Client mode where a separate box sends commands to the game machine. The reason I believe for this method was to circumvent the issue with games minimizing. In Client only mode I am faced with the issue where I touch a screen OTHER than the main screen where the game is viewed and then the game minimizes. Not all games have this behavior but I would like to conquer the games that do minimize and prevent it. Is it possible to keep a game front and center Focused and prevent minimizing utilizing C# WndProc(ref Message m)? I have been experimenting with WndProc(ref Message m) where I created a win form and when I press minimize on my own Win form and it will close an instance of notepad. This proves to me that I can capture a message, prevent that message from bubbling up and then send a message to another application. I then tried to click on notepad with my touch screen and keep my win form application in focus and not minimize. At this point I am unsuccessful. I need more time understanding message codes. Is this the right approach? Can it be done? Should I look at other libraries such as Windows Automation? Key input is my other concern. What is the best way to send key strokes to other apps/games. Should I tap into DirectX, use some kind of send key, Automation Framework? Can any of these handle the multiple key strokes that some simulation games require? I appreciate any links and or insight you may have. If you have gone down this path for any reason I would love to hear your comments. Stan

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  • 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32

    - by numerical25
    having trouble getting my directx going I get the following error 1>Linking... 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 1>C:\Users\numerical25\Desktop\Intro ToDirectX\msdnTutorials\tutorial0\tutorial\Debug\tutorial.exe : fatal error LNK1120: 1 unresolved externals below is my code // include the basic windows header file #include <windows.h> #include <windowsx.h> #include <d3d10.h> ID3D10Device* g_pd3dDevice; IDXGISwapChain* g_pSwapChain; // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool InitDirect3D(HWND); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window 640, // width of the window 480, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg; bool finished = InitDirect3D(hWnd); // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here // ... // ... }; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } bool InitDirect3D(HWND g_hWnd) { DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof(sd) ); sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ) ) ) { return FALSE; } return TRUE; }

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  • Un développeur donne son avis sur la conception d'OpenGL et explique pourquoi OpenGL est en retard par rapport à DirectX 12 ou Mantle

    Un développeur donne son point de vue sur la conception d'OpenGL Et explique pourquoi OpenGL est en retard par rapport à DirectX 12 ou MantleRich Geldreich, développeur chez Valve écrit sur un blog ses opinions personnelles (donc, à ne pas lier avec Valve) sur OpenGL. Son opinion est intéressante, notamment car Rich a été développeur sur le premier moteur utilisant la technique de rendu différé (pour Shrek, sur Xbox), ensuite il a aussi créé une bibliothèque de compression avancée pour le DXTc,...

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  • SlimDX Device.Reset crashes with a "D3DERR_INVALIDCALL: Invalid call (-2005530516)" error

    - by ofarooq
    Hi All, We recently upgraded from 2005 to VS 2008 (Windows XP). We use SlimDx in one of our projects. All was working ok after the upgrade, except my "Recover" function, which gets called on devicelost/device reset which crashes with D3DERR_INVALIDCALL: Invalid call (-2005530516) I use Ctrl-Alt-Del and then "Escape" to simulate device lost. void Recover() { try { if (res.Code == D3DERR_DEVICENOTRESET) { res = m_device.Reset(m_presentParams); //Crashes on this. if (res.IsSuccess) { m_deviceLost = false; } } } catch(Exception e) {} } Is this something to do with VS2008, as it used to work nicely with 2005 Thanks for your help.

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  • error C2146: syntax error : missing ';' before identifier 'vertices'

    - by numerical25
    I would usually search for this error. But in VS C++ Express, this error comes up for just about every mistake you do. Any how I recieve this error below error C2146: syntax error : missing ';' before identifier 'vertices' everytime I add the following code at the top of my document // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; below is the code in it's entirety. Cant figure out whats wrong. thanks // include the basic windows header file #include "D3Dapp.h" class MyGame: public D3Dapp { public: bool Init3d(); }; MyGame game; // Create vertex buffer SimpleVertex vertices[] = { D3DXVECTOR3( 0.0f, 0.5f, 0.5f ), D3DXVECTOR3( 0.5f, -0.5f, 0.5f ), D3DXVECTOR3( -0.5f, -0.5f, 0.5f ), }; // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { game.InitWindow(hInstance , nCmdShow); return game.Run(); } bool MyGame::Init3d() { D3Dapp::Init3d(); return true; }

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  • How to send native texture ptr from Unity web player to a browser plug-in?

    - by user2928039
    I have written an NPAPI browser plug-in (using Firebreath) that Unity uses to access Kinect camera. I can retrieve skeleton data from Unity through JavaScript easily since it isn't too big but the problem is in retrieving color image data. Is it possible to send a native texture pointer (GetNativeTexturePtr) from Unity through JavaScript into the C++ plug-in so that it can write the texture data directly? (tested in standalone version and it works) Any other suggestions on how to transfer image data from browser plug-ins to Unity web player are very welcome. Thanks.

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  • error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR'

    - by numerical25
    When I add the following to my code. // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { L"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof(layout)/sizeof(layout[0]); I get the following error 1>c:\users\numerical25\desktop\intro todirectx\msdntutorials\tutorial0\tutorial\tutorial\main.cpp(43) : error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR' The error points straight to that line of code. if i remove the code, everything compiles correctly.

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  • Using mem_fun_ref with boost::shared_ptr

    - by BlueRaja
    Following the advice of this page, I'm trying to get shared_ptr to call IUnknown::Release() instead of delete: IDirectDrawSurface* dds; ... //Allocate dds return shared_ptr<IDirectDrawSurface>(dds, mem_fun_ref(&IUnknown::Release)); error C2784: 'std::const_mem_fun1_ref_t<_Result,_Ty,_Arg std::mem_fun_ref(Result (_thiscall _Ty::* )(_Arg) const)' : could not deduce template argument for 'Result (_thiscall _Ty::* )(Arg) const' from 'ULONG (_cdecl IUnknown::* )(void)' error C2784: 'std::const_mem_fun_ref_t<_Result,_Ty std::mem_fun_ref(Result (_thiscall _Ty::* )(void) const)' : could not deduce template argument for 'Result (_thiscall _Ty::* )(void) const' from 'ULONG (__cdecl IUnknown::* )(void)' error C2784: 'std::mem_fun1_ref_t<_Result,_Ty,_Arg std::mem_fun_ref(Result (_thiscall _Ty::* )(_Arg))' : could not deduce template argument for 'Result (_thiscall _Ty::* )(Arg)' from 'ULONG (_cdecl IUnknown::* )(void)' error C2784: 'std::mem_fun_ref_t<_Result,_Ty std::mem_fun_ref(Result (_thiscall _Ty::* )(void))' : could not deduce template argument for 'Result (_thiscall _Ty::* )(void)' from 'ULONG (__cdecl IUnknown::* )(void)' error C2661: 'boost::shared_ptr::shared_ptr' : no overloaded function takes 2 arguments I have no idea what to make of this. My limited template/functor knowledge led me to try typedef ULONG (IUnknown::*releaseSignature)(void); shared_ptr<IDirectDrawSurface>(dds, mem_fun_ref(static_cast<releaseSignature>(&IUnknown::Release))); But to no avail. Any ideas?

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • XNA Reach profile with VMWare - Vertex Buffers not working?

    - by Nektarios
    Running XNA app, using Reach profile, in VMWare Fusion host OS Mac OSX, VM is Windows XP SP 3 (my dual-boot OS). Running on MacBook Pro w/NVidia 320M graphics card When I am booted in to XP natively, my code works. The code is drawing cubes that are set up using vertex buffers When another friend runs this same code on Windows 7, it also works for him just fine When I am running my code in the VM, it doesn't work. I have billboarding sprites running in a shader program and this part displays fine. I get no crashing or errors, the geometry just doesn't appear. I tried Debug and Release. This is very basic operation so I'm thinking VMWare isn't the problem, but it's my code.... My init code: var vertexArray = verts.ToArray(); var indexArray = indices.ToArray(); indexBuffer = new IndexBuffer(GraphicsDevice, typeof(Int16), indexArray.Length, BufferUsage.WriteOnly); indexBuffer.SetData(indexArray); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), vertexArray.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertexArray); My Draw code: // problem isn't here, tried no cull GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; // Update View and Projection TileEffect.View = ((Game1)Game).Camera.View; TileEffect.Projection = ((Game1)Game).Camera.Projection; TileEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.SetVertexBuffer(vertexBuffer); GraphicsDevice.Indices = indexBuffer; GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Count, 0, indices.Count / 3); For LoadContent: TileEffect = new BasicEffect(GraphicsDevice) { World = Matrix.Identity, View = ((Game1)Game).Camera.View, Projection = ((Game1)Game).Camera.Projection, VertexColorEnabled = true };

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  • Pixel shader wierd compilation error

    - by ytrewq
    hi, I'm experiencing with shaders a bit and I keep getting this weird compilation error that's driving me crazy! the following pixel shader code snippet: DirectionVector = normalize(f3LightPosition[i] - PixelPos); LightVec = PixelNormal - DirectionVector; // Get the light strenght factor LightStrFactor = float(abs((LightVec.x + LightVec.y + LightVec.z) / 3.0f)); // TEST!!! LightStrFactor = 1.0f; // Add this light to the total light on this pixel LightVal += f4Light[i] * LightStrFactor; works perfectly, but as soon as i remove the "LightStrFactor = 1.0f;" line, i.e. letting 'LightStrFactor ' value be the result of the calculation above, it fails to compile the shader. LightStrFactor is a float LightVal & f4Light[i] are float4 All the rest are float3. my question is, besides why it doesn't compile, is how come DX compiler cares about the value of a float? even if my values are incorrect, shouldn't it be run-time? the shader compilation code is this: /* Compile the bitch */ if (FAILED(D3DXCompileShaderFromFile(fileName, NULL, NULL, "PS_MAIN", "ps_2_0", 0, &this->m_pCode, NULL, &this->m_constantTable))) GraphicException("Failed to compile pixel shader!"); // <-- gets here :( if (FAILED(g_D3dDevice->CreatePixelShader( (DWORD*)this->m_pCode->GetBufferPointer(), &this->m_hPixelShader ))) GraphicException("Failed to create pixel shader!"); this->m_fLoaded = true; any help is appreciated thanks!!! :]

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • tangent of two circles

    - by harryovers
    Hello, I am trying to write some code that that will draw the line which is a tangent between 2 circles. so far i have been able to draw multiple circles, and lines between the centers. i have a class which stores the values used in drawing the circles (radius, position). what i need is a method in this class to find all posible tangents between 2 circles. any help would be great. this is what i have so far (it could very well be a load of rubbish) public static Vector2[] Tangents(circle c1, circle c2) { if (c2.radius > c1.radius) { circle temp = c1; c1 = c2; c2 = temp; } circle c0 = new circle(c1.radius - c2.radius, c1.center); Vector2[] tans = new Vector2[2]; Vector2 dir = _point - _center; float len = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); float angle = (float)Math.Atan2(dir.X, dir.Y); float tan_length = (float)Math.Sqrt((len * len) - (_radius * _radius)); float tan_angle = (float)Math.Asin(_radius / len); tans[0] = new Vector2((float)Math.Cos(angle + tan_angle), (float)Math.Sin(angle + tan_angle)); tans[1] = new Vector2((float)Math.Cos(angle - tan_angle), (float)Math.Sin(angle - tan_angle)); Vector2 dir0 = c0.center - tans[0]; Vector2 dir1 = c0.center - tans[1]; Vector2 tan00 = Vector2.Add(Vector2.Multiply(tans[0], (float)c2.radius), c1.center); Vector2 tan01 = c2.center; Vector2 tan10 = Vector2.Add(Vector2.Multiply(tans[1], (float)c2.radius), c1.center); Vector2 tan11 = c2.center; }

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  • A RenderTargetView cannot be created from a NULL Resource

    - by numerical25
    I am trying to create my render target view but I get this error from direct X A RenderTargetView cannot be created from a NULL Resource To my knowledge it seems that I must fill the rendertarget pointer with data before passing it. But I am having trouble figure out how. Below is my declaration and implementation declaration #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void Present(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; my implementation bool RenderEngine::InitDirectX() { //potential error. You did not set to zero memory and you did not set the scaling property DXGI_MODE_DESC bd; bd.Width = m_screenRect.right; bd.Height = m_screenRect.bottom; bd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bd.RefreshRate.Numerator = 60; bd.RefreshRate.Denominator = 1; DXGI_SAMPLE_DESC sd; sd.Count = 1; sd.Quality = 0; DXGI_SWAP_CHAIN_DESC swapDesc; ZeroMemory(&swapDesc, sizeof(swapDesc)); swapDesc.BufferDesc = bd; swapDesc.SampleDesc = sd; swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapDesc.OutputWindow = m_hWnd; swapDesc.BufferCount = 1; swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD, swapDesc.Windowed = true; swapDesc.Flags = 0; HRESULT hr; hr = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION , &swapDesc, &m_pSwapChain, &m_pDevice); if(FAILED(hr)) return false; // Create a render target view hr = m_pDevice->CreateRenderTargetView( m_pBackBuffer, NULL, &m_pRenderTargetView); // FAILS RIGHT HERE // if(FAILED(hr)) return false; return true; }

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  • Handling inverse kinematics: animation blending or math?

    - by meds
    I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects. This is causing some serious problems with my animation, after it was technically implemented the animations started looking quite bad when the character was wlaking up inclines or steps even though mathematically the stepping was correct and was even smoothly interpolating. So I was wondering, is it actually possible to get a smooth efficient inverse kinematic system based exclusively on math where bones are changed or is this just a wild goose chase and I should either solve the inverse kinematics problem with animation blending or don't do it at all?

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  • HLSL - How can I set sampler Min/Mag/Mip filters to disable all filtering/anti-aliasing?

    - by RJFalconer
    I have a tex2D sampler I want to only return precisely those colours that are present on my texture. In the event of a texel overlapping multiple colours, I want it to pick one and have the whole texel be that colour. I think to do this I want to disable mipmapping, or at least trilinear filtering of mips. sampler2D gColourmapSampler : register(s0) = sampler_state { Texture = <gColourmapTexture>; //Defined above MinFilter = None; //Controls sampling. None, Linear, or Point. MagFilter = None; //Controls sampling. None, Linear, or Point. MipFilter = None; //Controls how the mips are generated. None, Linear, or Point. //... }; My problem is I don't really understand Min/Mag/Mip filtering, so am not sure what combination I need to set these in, or if this is even what I am after. MSDN has this to say; D3DSAMP_MAGFILTER: Magnification filter of type D3DTEXTUREFILTERTYPE D3DSAMP_MINFILTER: Minification filter of type D3DTEXTUREFILTERTYPE. D3DSAMP_MIPFILTER: Mipmap filter to use during minification. See D3DTEXTUREFILTERTYPE. D3DTEXF_NONE: When used with D3DSAMP_MIPFILTER, disables mipmapping.

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