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Bug: Sprite is not drawn correctly


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#1 PuReInSaNe   Members   -  Reputation: 129

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Posted 16 January 2013 - 03:54 AM

bug.png

 


Bug that happens: the tiles are drawn 49x50 or 48x50 instead of 48x48. On the right side it's the actual texture which I attached, the left side is the bug I got from the code below.

 

Posted about this some time before, happend to me again somehow.
This time I made a new project and made an easy main loop so I don't have to post my whole game.

 

Please help me to fix it!

 

#ifndef _WINMAIN_H
#define _WINMAIN_H 1	

#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <dinput.h>

using namespace std;

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
#pragma comment (lib, "dinput8.lib")
#pragma comment (lib, "dxguid.lib")

#endif


HINSTANCE g_hInstance;
HWND g_hWnd;
HICON hMyIcon;
int width = 1056;
int height = 768;

LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
	g_hInstance = hInstance;

	WNDCLASSEX wc;
	wc.cbSize = sizeof(WNDCLASSEX); 

	//fill the struct with info
	wc.style		 = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc   = (WNDPROC)WinProc;
	wc.cbClsExtra	 = 0;
	wc.cbWndExtra	 = 0;
	wc.hInstance	 = hInstance;
	wc.hbrBackground = NULL;
	wc.lpszMenuName  = NULL;
	wc.lpszClassName = "winmain";
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	hMyIcon = LoadIcon(NULL, MAKEINTRESOURCE(IDI_WINLOGO));
	wc.hIconSm = hMyIcon;
	wc.hIcon = hMyIcon;

	RegisterClassEx(&wc); // calculate the size of the client area 
	HWND window;	
	RECT wr = {0, 0, width, height}; // set the size, but not the position 
	AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, TRUE); // adjust the size
	window = CreateWindowEx( 0,
	   "winmain",								 //window class
	   "test",								 //title bar
      WS_EX_TOPMOST|WS_POPUP|WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_CLIPSIBLINGS|WS_VISIBLE, 
	   100, 100,											 //x,y coordinate 
	   wr.right - wr.left, // width of the window 
	   wr.bottom - wr.top, // height of the window
	   0,											 //parent window
	   0,											 //menu
	   g_hInstance,									  //application instance
	   0);	
	//display the window


	ShowWindow(g_hWnd, SW_SHOW);
	UpdateWindow(g_hWnd);
	LPDIRECT3D9 p_d3d;
	LPDIRECT3DDEVICE9 p_device;
	p_d3d = NULL;
	p_device = NULL;
	p_d3d = Direct3DCreate9(D3D_SDK_VERSION);
	if (p_d3d == NULL) {
		return 0;
	}
	//get system desktop color depth
	D3DDISPLAYMODE dm;
	p_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dm);

	D3DPRESENT_PARAMETERS PresentParams;

	ZeroMemory( &PresentParams, sizeof(PresentParams) );
	PresentParams.Windowed = TRUE;
	PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD; //effizienteste methode
	PresentParams.hDeviceWindow = window;    // set the window to be used by Direct3D
	PresentParams.BackBufferFormat = D3DFMT_X8R8G8B8;    // set the back buffer format to 32-bit
	PresentParams.BackBufferWidth = width;    // set the width of the buffer
	PresentParams.BackBufferHeight = height;    // set the height of the buffer
	PresentParams.BackBufferCount = 1;

		//create Direct3D device
		p_d3d->CreateDevice(
			D3DADAPTER_DEFAULT,
			D3DDEVTYPE_HAL,
			window,
			D3DCREATE_HARDWARE_VERTEXPROCESSING,
			&PresentParams,
			&p_device);
		p_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);

//Create sprite
		
		IDirect3DTexture9* texture;
		ID3DXSprite*		sprite;				// The sprite instance
		D3DXIMAGE_INFO info;
		//standard Windows return value
		HRESULT result;
		//create the new texture by loading a bitmap image file
		result = D3DXGetImageInfoFromFile("textures.png",&info);
		if (result != D3D_OK) 	{
		MessageBox(0, "Texture file not found", "Error!", 0);
			texture = NULL;
		}
		result = D3DXCreateTextureFromFileEx( 
			p_device, //Direct3D device object
			"textures.png",
			info.Width,            //bitmap image width
			info.Height,           //bitmap image height
			1,                     //mip-map levels (1 for no chain)
			D3DPOOL_DEFAULT,       //the type of surface (standard)
			D3DFMT_UNKNOWN,        //surface format (default)
			D3DPOOL_DEFAULT,       //memory class for the texture
			D3DX_DEFAULT,          //image filter
			D3DX_DEFAULT,          //mip filter
			D3DCOLOR_RGBA(255,255,255, 0),            //color key for transparency
			&info,                 //bitmap file info (from loaded file)
			NULL,                  //color palette
			&texture );            //destination texture

		//make sure the bitmap textre was loaded correctly
		if (result != D3D_OK) 	{
		MessageBox(0, "Texture not loaded correctly.", "Error!", 0);
			texture = NULL;
		}
		D3DXCreateSprite(p_device,&sprite);

	MSG msg;
    ZeroMemory( &msg, sizeof(msg) );
    while( msg.message!=WM_QUIT )
    {
		while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		// ------ MAP------
		p_device->BeginScene();
		sprite->Begin(D3DXSPRITE_ALPHABLEND);
		RECT rectangleg;
		rectangleg.right = 48;
		rectangleg.left = 0;
		rectangleg.bottom = 48;
		rectangleg.top = 0;
		RECT rectanglew;
		rectanglew.right = 96;
		rectanglew.left = 48;
		rectanglew.bottom = 48;
		rectanglew.top = 0;
		RECT rectangles;
		rectangles.right = 48;
		rectangles.left = 0;
		rectangles.bottom = 96;
		rectangles.top = 48;
		int y = 0;
		int x = 0;
		for(int i=0;i<16;i++){
			x = 0;
		for(int j=0;j<22;j++){
			if(j == 10||j == 11&&i != 3)
			{
				sprite->Draw(texture,&rectanglew,NULL,&D3DXVECTOR3( (float)x*48, (float)y*48, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }
			else if(j == 9&&i == 3||j == 11&&i == 3)
			{
				sprite->Draw(texture,&rectangles,NULL,&D3DXVECTOR3( (float)x*48, (float)y*48, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }
			else
			{
				sprite->Draw(texture,&rectangleg,NULL,&D3DXVECTOR3( (float)x*48, (float)y*48, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }
		x++;
		 }
		y++;
		}
		sprite->End();
		p_device->EndScene();
		p_device->Present(NULL, NULL, NULL, NULL);
		// ------ MAP Ende------
	}

   return 1;
}
LRESULT WINAPI WinProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
	switch( msg )
		{                
		 case WM_QUIT:
		 case WM_CLOSE:
		 case WM_DESTROY:
			PostQuitMessage(0);
			break; 

		}
	return DefWindowProc( hWnd, msg, wParam, lParam );
}

 

Attached Thumbnails

  • textures.png


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#2 Zaoshi Kaba   Crossbones+   -  Reputation: 4089

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Posted 16 January 2013 - 05:09 AM

I think this might be the problem:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx

 

Basically do -0.5f for x and y coordinates in Draw() call.



#3 PuReInSaNe   Members   -  Reputation: 129

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Posted 16 January 2013 - 06:01 AM

Adding
 

				sprite->Draw(texture,&rectanglew,NULL,&D3DXVECTOR3( (float)(x*48)-0.5f, (float)(y*48)-0.5f, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }
			else if(j == 9&&i == 3||j == 11&&i == 3)
			{
				sprite->Draw(texture,&rectangles,NULL,&D3DXVECTOR3( (float)(x*48)-0.5f, (float)(y*48)-0.5f, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }
			else
			{
				sprite->Draw(texture,&rectangleg,NULL,&D3DXVECTOR3( (float)(x*48)-0.5f, (float)(y*48)-0.5f, 0 ),D3DCOLOR_RGBA(255,255,255, 255)); }

results in

ag4tjf3nl6y.png

 

now they have a small blurr too. blink.png



#4 Programmer Rami   Members   -  Reputation: 193

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Posted 16 January 2013 - 06:23 AM

make sure about the mapping, probably you are mapping it wrong

 

// ------ MAP------
p_device->BeginScene();
sprite->Begin(D3DXSPRITE_ALPHABLEND);
RECT rectangleg;
rectangleg.right = 48;
rectangleg.left = 0;
rectangleg.bottom = 48;
rectangleg.top = 0;
RECT rectanglew;
rectanglew.right = 96;
rectanglew.left = 48;
rectanglew.bottom = 48;
rectanglew.top = 0;
RECT rectangles;
rectangles.right = 48;
rectangles.left = 0;
rectangles.bottom = 96;
rectangles.top = 48;


#5 PuReInSaNe   Members   -  Reputation: 129

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Posted 16 January 2013 - 08:33 AM

those are the tiles dimensions, they are correct.

Edited by PuReInSaNe, 16 January 2013 - 08:52 AM.


#6 PuReInSaNe   Members   -  Reputation: 129

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Posted 18 January 2013 - 02:12 AM

*bump* Bug still exists, does noone know how to fix that or how that bug appears?



#7 Zaoshi Kaba   Crossbones+   -  Reputation: 4089

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Posted 18 January 2013 - 08:26 AM

In the image you posted in original post, are you sure backbuffer was the right size? If it's smaller it could stretch everything when actually everything's fine.



#8 PuReInSaNe   Members   -  Reputation: 129

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Posted 18 January 2013 - 09:11 AM

Right, the backbuffer had some problems.

I removed this:
PresentParams.BackBufferWidth = width; // set the width of the buffer
PresentParams.BackBufferHeight = height; // set the height of the buffer

Because of PresentParams.windowed = true; the BackBufferWidth and Height is set automatical.

Also I changed the width and height here:
window = CreateWindowEx( 0,"winmain",	//window class"test",	//title bar
WS_EX_TOPMOST|WS_POPUP|WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_CLIPSIBLINGS|WS_VISIBLE,100, 100,	//x,y coordinate
wr.right - wr.left, // width of the window
wr.bottom - wr.top, // height of the window
0,	//parent window
0,	//menu
g_hInstance,	//application instance
0);	//display the window

to the variables width, and height. Dunno why I made a rectangle there.

Edited by PuReInSaNe, 18 January 2013 - 09:13 AM.





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