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senpegasus

Member Since 17 May 2006
Offline Last Active Jul 06 2014 04:25 AM

Topics I've Started

Directx11 return code definition

25 April 2013 - 04:03 AM

I'm using windows 8 with DirectX11 to create a desktop application.
 
The function D3D11CreateDeviceAndSwapChain has several possible return codes as described here.
 
Although I can check for many of them, the ones starting with D3DERR_, like D3DERR_INVALIDCALL are not defined.
 
Googling a bit I found out they should be defined in D3DX11core.h, which is not included in the sdk.
 
Am I missing something?

Crash on android

01 August 2011 - 04:14 AM

Hi everyone, I hope someone can help me with this.
I recently started using opengl for the fist time so probably I'm doing a lot of mistakes.

Using the triangle sample (link) as a reference, I tried to render a quad.
The only difference is that instead on using directly FloatBuffer, I first bind and buffer it and then use the buffer index.

Here is the code: link

I don't get any error message nor exceptions, but when glDrawElements is called it crashes immediately.

[update]NYAHAA sprite sheet editor

31 July 2010 - 06:32 AM

NYAHAA is a very basic tool for defining static or animated sprites out of a sprite sheet.
The output is a simple xml file.

#UPDATE
Now can define, save/load and preview animations.

It's written in c# and renders with direct2D (windows API code pack).

Link: にゃはあ~

NYAHAA spritesheet editor

29 June 2010 - 06:33 AM

NYAHAA is a very basic tool for defining rectangles in a texture (I use it mainly for sprite sheets). Output is an xml file.

It's written in c# and renders with direct2D (windows API code pack).

Link: にゃはあ~

Screen size problem

06 December 2006 - 05:23 AM

Im using tiles to render an isometric map, with a resolution of 1024x768. If i change the resolution, my map (and all the game) will be bigger or smaller; instead i want that the aspect to be the same with any res, and have the same number of tiles in the screen (using 1024x768 as reference). Can someone tell me how to do this? The only solution i found was creating a scaling matrix and add that transform before rendering any sprite, but i dont know if there are better alternatives! p.s. sorry for the bad english :D

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