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Member Since 18 Aug 2007
Offline Last Active Mar 21 2012 06:00 AM

Topics I've Started

[directX] as the screen went frozen at D3DDevice->Present and leaves no error message

24 February 2012 - 01:41 PM

I'm at my limit...
This game uses the Library which is provided by my school.
The same code works fine in my school's computer but not in my notebook.
I've been debuging this days after days (although not continuously)

The HRESULT returned from CreateDevice has no problem as far as I can see. (the result was 0 I think)
with the D3DCREATE_HARDWARE_VERTEXPROCESSING setting, the last trace is "pD3DDevice->Present.s"
and the screen went frozen, leaves no error messages.
with the D3DCREATE_SOFTWARE_VERTEXPROCESSING setting, it's extreamly slow. but won't freeze (maybe too slow to even not get to the point yet)
since it has no error messages and it's un-debug-able...
I've been googling for days, and still have no idea what's going on.

can anyone give me a direction, where should I start looking?

pSprite is a LPD3DXSPRITE
And this is the snippet in the gameLoop

while( LOOP ) {
	 if(pD3DDevice != NULL) {
		  pD3DDevice->Clear(0,NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);

	 if(pD3DDevice != NULL) { pD3DDevice->BeginScene(); }
	 if(pSprite != NULL) { pSprite->Begin(D3DXSPRITE_ALPHABLEND); }

	 //draw something

	 if(pSprite != NULL){ pSprite->End(); }
	 if(pD3DDevice != NULL){

	 if( pD3DDevice != NULL ) {
		  hc::trace("pD3DDevice : %d", pD3DDevice);
		  hr = pD3DDevice->Present(NULL,NULL,NULL,NULL);

Actually, before this happened, I had "LNK1000: Internal error during IncrBuildImage" error at every compile.
the hotfix VS90-KB948127 fixed it but still....
it could be the problem of my graphic card...
my graphic card is ATI Mobility Radeon X2300. a VAIO notebook probably 2 years old.

But then if I can create something like this with no problem in compiling and executing http://hiro4476.blog...about-demo.html
it could also be something wrong within the school's Library?

Regards, Hiro

Is this a better Wii FPS control scheme design?

19 August 2007 - 02:40 AM

To Whom It May Concern: me just registered :) I'm no native english speaker, so please bare with my poor english a little :p I wonder, if this is a better design? I was talking to a guy the other day. he think he's got the better wii fps control design than all the others. fix the cursor at the center of the screen, Press then Hold A then move your arm to rotate the camera, Release then move your arm to another direction, Press then Hold again to rotate the camera, Hit B to fire, in a simple way to explain... move mouse = Hold down Wiimote B and rotate your arm hit mouse left button = hit Wiimote A I'm not sure about this... wouldn't those finger action interrupt each other? especially when you roll up you fingers (the muscles in your arm is tensed), and you need to hit B madly, he said it's the same as holding a gun or a mouse but you only hold your mouse once, and I think the muscles are relaxed. when holding a gun (similar to Wiimote), you only hold it once (you don't dis-attach then attach frequently), even though your muscles are tensed but they aren't moving anymore, the only thing you do is to control the muscles to pull your index-finger... well... I don't think holding a gun and mouse is the same as holding a Wiimote (with hitting A to rotate and B to fire) I would imaging people would stop the fire during release -> move arm -> Press then hold action? It's much easier to do it separately, no mixing 2 finger's pulling force. I've asked 3 other friends, and they are not sure if they can do it easily, a friend who's studying anatomy/etc told me that some finger action can move separately but some can't, cause some action uses the same muscles. and I do know, when I roll up my fingers, the muscles around my wrist is tensed, holding Wiimote is tenser than holding a game-pad or mouse (but maybe similar as holding a Gun) I can move one finger down and up and keep the rest straight at their start position, if I move slowly, but if I move fast, the nearby fingers will also move up and down... and maybe this is too much to handle all in once? Has anyone done this control scheme testing before? It's a control scheme from mouse control, I would image any studio that wants to make a Wii FPS would probably done this before? Is this a better way that suits most people? Regards,