Jump to content

  • Log In with Google      Sign In   
  • Create Account

Calling all IT Pros from Canada and Australia.. we need your help! Support our site by taking a quick sponsored surveyand win a chance at a $50 Amazon gift card. Click here to get started!


Member Since 01 Sep 2006
Offline Last Active May 04 2015 05:00 AM

Posts I've Made

In Topic: Extracting LookAt Vector from View Matrix

16 December 2012 - 09:40 AM

Just extract the vector from column 3 of the view matrix

In Topic: What's the most used 3D modeling software in First-Person Shooter games?

30 November 2012 - 09:06 AM

Maya is much more flexible than 3ds max which only runs on Windows. Maya runs on Mac, Windows and Linux too. But I would rather use Blender which is free and open source and don't have spend thousands of $ on those packages. BTW, our company uses Maya for modeling game characters

In Topic: Sorry if this is a stupid question. What would it take to get DirectX on Linux?

31 October 2012 - 07:52 PM

Why cant DirectX be made for Linux?
That's because of Microsoft. Anyways, there are so many games out there that are still written in OpenGL. Even the final version of Steam will soon head to Linux :)

In Topic: DirectX problem - my C++ program freezes!

21 October 2012 - 12:22 PM

Seems like it's because you have not specified usage parameter when calling CreateVertexBuffer? You should also check the return value of Lock. Just went through my old code and this is what I had done:

CHECK_COM(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(SVertexData), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &m_pD3DPlaneVertexBuffer, NULL));
CHECK_COM(m_pD3DPlaneVertexBuffer->Lock(0, 0, reinterpret_cast<void **>(&pPlaneVertexBuffer), 0));
pPlaneVertexBuffer[0] = SVertexData(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f);
pPlaneVertexBuffer[1] = SVertexData(-1.0f, 1.0f, 1.0f, 0.0f, 0.0);
pPlaneVertexBuffer[2] = SVertexData(1.0f, 1.0f, 1.0f, 1.0f, 0.0f);
pPlaneVertexBuffer[3] = SVertexData(1.0f, -1.0f, 1.0f, 1.0f, 1.0f);

and @line 41: memcpy(&pVoid, Vertices, 6 * sizeof(AxisRenderFV)); you could do this instead: memcpy(&pVoid, Vertices, sizeof(Vertices));

In Topic: Direct3D9 Font

21 October 2012 - 12:06 PM

Use render-to-texture technique to do the first one and no you don't have to use your own bitmap font if you are using ID3DXFont to render fonts