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Danny Boy

Member Since 08 Jun 2006
Offline Last Active Oct 15 2012 07:47 PM

Topics I've Started

DirectX11 DXUT11 GUI Showing french character

06 September 2011 - 08:13 PM

Hi !

I used before DX9 and DX10. Now I use DX11 and the font interface is not supported anymore. DX11 has a new way to write text.
I use DXUT 11 and there is a function named: DrawText11DXUT() in the file DXUT_GUI.CPP.
I don't really understand ... I think it tries to put "a rectangle" on a "glyph" or something else (texture) in order to get the "character" it wants to show ...
I don't understand from where it takes the "glyph" ...

How can I add other characters like french alphabet ? (éèëêîàÀÉ etc.)

DX10 Showing Sprite sample

28 August 2011 - 11:37 AM

Hi !
I am looking for a full "ID3DX10Sprite" example that show SPRITE on screen with DirectX 10.
I have tried many example and they don't show anything on my PC.
I have an example of showing 2D on screen with quad and shaders (using stencil setting on and off Z-Buffer) and this one
work but it is not the way I want to show sprite. I really need to use ID3DX10Sprite.

Other question:
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I also tried the example from the book: Beginning programming DirectX10 from Wendy Jones.
I have the PDF of the book but not the CDROM. I only see black screen and the execution of my codes
does not have error. Do someone has a copy of this CDROM or the zip of the Sprite example chapter.

Big scene with DirectX

30 May 2011 - 09:25 PM

Hi !

I am using DirectX for my game. I also use for the last 3 months the FBX technology (from Autodesk). I use the FBX file in order to put the majority of my scene (building, fixtures, furnitures, and so on) ... around 90% of the scene. We build the scene with LightWave 10. We also use some Wavefront OBJ file and some X file.
FBX is very difficult to use and the SDK is still a Work in Progress and not many people seem to use it ... like other format.

OBJ seems to be more standard. X file is not "supported" or "use" anymore with DirectX 10 and over ....

What you GUYS are-you USING in order to BUILD your scene ? (I am nearly ready to drop FBX and use something else ... FBX gives me difficulties ! )

Create RIBBON of multiple images side by side

12 April 2011 - 06:19 PM

Hi folks !

I want to know what is the best way with DirectX to build at runtime (on the fly) a new bigger image (ribbon) with each image we load.

Let's say I have 4 images 256x256 pixels, I want a 1024x256 pixels new image ... and if I add another one (256x256), I want
to add it at the end in order to have now a new 1282x256 pixels image... and so on.

I don't talk about Merge or Blending, I talk about building a RIBBON with new image.

Thanks.

Screen Refresh with Windows and games

17 January 2007 - 12:42 AM

(DirectX 9, C++) Hi ! I give the opportunity to the player to change the client size of the game (fixed predefined size, not the windows OS resize). Let's say, he has a screen of about 1440x900 pixel, he can play in a smaller "client" window of 800x600, 1024x768, etc. He choose the option in a menu. It WORKS but the PROBLEM is that the old "bigger image" is not clear... or WINDOWS OS doesn't refresh the screen. If I RESIZE my game from 1024x768 to 800x600, I can play inside the 800x600 client window but I still see the "contour" of the old 1024x768 client. Is there a way to say to WINDOWS to REFRESH all the screen ? My code is like the following: 1- Change property of the client and the window 2- Destroy old scene, free memory 3- Resize 4- Create new scene 5- SetWindowPos bool CGameEngine::ChangeWindowsSize( int NewWidth, int NewHeight ) { // Windows SetWindowLong( m_hWnd, GWL_style, m_dwWindowstyle ); // Resize window and put it on left-top corner. Player will then move // the window where he wants. m_WindowsWidth = NewWidth; m_WindowsHeigth = NewHeight; m_rcClient.left = 0; m_rcClient.top = 0; m_rcClient.right = m_rcClient.left + NewWidth; m_rcClient.bottom = m_rcClient.top + NewHeight; m_rcWindow.left = 0; m_rcWindow.top = 0; m_rcWindow.right = m_rcWindow.left + NewWidth; m_rcWindow.bottom = m_rcWindow.top + NewHeight; m_MiddleX = m_WindowsWidth / 2; m_MiddleY = m_WindowsHeigth / 2; // Destroy object in the old scene. switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu->DestroyFinal(); SAFE_DELETE( m_pSceneMainMenu ); break; // ... other scene } // Resize the screen like the user wants. if( FAILED( m_pGraph3DEngine->Resize( m_WindowsWidth, m_WindowsHeigth )) ) { return false; } else { switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu = new CSceneMainMenu( this ); m_pSceneMainMenu->SetRatioWindow( ( float)m_WindowsWidth/(float)m_WindowsHeigth ); m_pSceneMainMenu->Create(); break; // ... other scene... } if( FAILED( SetWindowPos( m_hWnd, HWND_NOTOPMOST, 0, 0, NewWidth, NewHeight, SWP_SHOWWINDOW ) ) ) { ErrorExit("SetWindowPos"); } return true; } return false; }

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