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precious roy

Member Since 30 Oct 2007
Offline Last Active Mar 27 2016 12:49 PM

Posts I've Made

In Topic: Game Timer problems

21 March 2016 - 05:15 AM

Tanks for the help. (Nfries88) I am indeed making a very small game 192x192 pixels and i do mind the truncation.  the timer was indeed working but i was having a truncation error. where moving right = to 2 pixels moved and right 1 pixel. when in fact i was moving 1.5 in ether direction. all fixed now. thanks for your help

In Topic: Pixel shader does not seem to run.

10 November 2015 - 06:39 AM

I guess this problem is a little harder than i expected. maybe the msdn forums will have better luck. if i ever fix this problem i will mention it here.

In Topic: Pixel shader does not seem to run.

05 November 2015 - 10:57 AM

Jason Z: i am setting up "debug device" 

	UINT createDeviceFlags = 0;
#ifdef _DEBUG
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

I am pretty sure that is what you mean. and i am not getting any errors.


the only message i am getting is 

D3D11 WARNING: ID3D11DeviceContext::Draw: The Pixel Shader unit expects a Sampler to be set at Slot 0, but none is bound. This is perfectly valid, as a NULL Sampler maps to default Sampler state. However, the developer may not want to rely on the defaults.  [ EXECUTION WARNING #352: DEVICE_DRAW_SAMPLER_NOT_SET]


but it should still work.

In Topic: Pixel shader does not seem to run.

04 November 2015 - 04:25 AM

That would be awsome, thanks.

In Topic: Pixel shader does not seem to run.

02 November 2015 - 01:28 PM

thats the thing it is the same code. i even tried just outputting a color but still nothing. i can add my whole vs project if that will help?


It should compile if you have the windows sdk installed. 


TestGameState.cpp is where all the magic happens