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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualBuckeye

Posted 15 August 2014 - 02:42 PM

For the sake of thoroughness, your header should have:

#if defined(DEBUG) | defined(_DEBUG)
#ifndef D3D_DEBUG_INFO
#define D3D_DEBUG_INFO
#endif

Just FYI, I don't know if the code you posted is correct or not.

 

As mentioned in unbird's referenced article, debugview may serve your purpose with regard to debug output if you're not using Visual Studio.

 

 

 


This has to do with my question about HRESULT, which is essentially, "How can I make some custom text output that I can reference, while in this plugin?"

 

If the app has a console window (which it should, if it doesn't), std::cout ( or printf() ) would work. Or launch the app from a cmd window. Otherwise, take a look at OutputDebugString(). The latter outputs c-strings, which requires you to format your output string if you want to output numbers. Again, if you're not launching it from Visual Studio, you'll have to find a debug message monitor like debugview.

 

 

 


I'm a senior college student with no prior graphics programming experience. Is this project too demanding for someone from my position? Further, do you have any general advice for someone in my position?

 

With regard to graphics programming experience - you're getting some now, huh?!

 

Too demanding? If you're not working from within Visual Studio, you may have a long row to hoe. But you seem to be willing to give things a try, and you've got gamedev. Go for it! I would suggest, however, that you read the documentation for each function you use, if you're not familiar with it and/or not positive of the input/output requirements. And you can google for example code in a lot of cases. Or, at worst, find out what won't work.

 

EDIT: an alternative, depending on how much time you have to work on your project - download Visual Studio (you can get a free version, maybe even a full-blown version being a college student). Create a version of your plugin as a standalone, test it thoroughly there and create another version as the plugin. Actually, you may save time overall by doing that. At worst, you appear to be interested in that type of programming so get into Visual Studio.


#2Buckeye

Posted 15 August 2014 - 02:41 PM

For the sake of thoroughness, your header should have:

#if defined(DEBUG) | defined(_DEBUG)
#ifndef D3D_DEBUG_INFO
#define D3D_DEBUG_INFO
#endif

Just FYI, I don't know if the code you posted is correct or not.

 

As mentioned in unbird's referenced article, debugview may serve your purpose with regard to debug output if you're not using Visual Studio.

 

 

 


This has to do with my question about HRESULT, which is essentially, "How can I make some custom text output that I can reference, while in this plugin?"

 

If the app has a console window (which it should, if it doesn't), std::cout ( or printf() ) would work. Or launch the app from a cmd window. Otherwise, take a look at OutputDebugString(). The latter outputs c-strings, which requires you to format your output string if you want to output numbers. Again, if you're not launching it from Visual Studio, you'll have to find a debug message monitor like debugview.

 

 

 


I'm a senior college student with no prior graphics programming experience. Is this project too demanding for someone from my position? Further, do you have any general advice for someone in my position?

 

With regard to graphics programming experience - you're getting some now, huh?!

 

Too demanding? If you're not working from within Visual Studio, you may have a long row to hoe. But you seem to be willing to give things a try, and you've got gamedev. Go for it! I would suggest, however, that you read the documentation for each function you use, if you're not familiar with it and/or not positive of the input/output requirements. And you can google for example code in a lot of cases. Or, at worst, find out what won't work.

 

EDIT: an alternative, depending on how much time you have to work on your project - download Visual Studio (you can get a free version, maybe even a full-blown version being a college student). Create a version of your plugin as a standalone, test it thoroughly there and create another version as the plugin. Actually, you may save time overall by doing that.


#1Buckeye

Posted 15 August 2014 - 02:36 PM

For the sake of thoroughness, your header should have:

#if defined(DEBUG) | defined(_DEBUG)
#ifndef D3D_DEBUG_INFO
#define D3D_DEBUG_INFO
#endif

Just FYI, I don't know if the code you posted is correct or not.

 

As mentioned in unbird's referenced article, debugview may serve your purpose with regard to debug output if you're not using Visual Studio.

 


This has to do with my question about HRESULT, which is essentially, "How can I make some custom text output that I can reference, while in this plugin?"

 

If the app has a console window (which it should, if it doesn't), std::cout ( or printf() ) would work. Or launch the app from a cmd window. Otherwise, take a look at OutputDebugString(). The latter outputs c-strings, which requires you to format your output string if you want to output numbers. Again, if you're not launching it from Visual Studio, you'll have to find a debug message monitor like debugview.

 


I'm a senior college student with no prior graphics programming experience. Is this project too demanding for someone from my position? Further, do you have any general advice for someone in my position?

 

With regard to graphics programming experience - you're getting some now, huh?!

 

Too demanding? If you're not working from within Visual Studio, you may have a long row to hoe. But you seem to be willing to give things a try, and you've got gamedev. Go for it! I would suggest, however, that you read the documentation for each function you use, if you're not familiar with it and/or not positive of the input/output requirements. And you can google for example code in a lot of cases. Or, at worst, find out what won't work.


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