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precious roy

Member Since 30 Oct 2007
Offline Last Active Mar 04 2015 01:32 PM

Posts I've Made

In Topic: Directx11 Sprite class

03 March 2015 - 02:44 PM

Hmm interesting. i will have a look at it. thanks

In Topic: Visual studio 2013 HLSL compiler Question

15 December 2014 - 11:23 AM

After doing a lot of testing it seems that the settings were right, but just does not work for me in vs2013 i did however install vs2015 yesterday and it does compile just fine in 2015 so its ether a bug or i broke vs2013 when installing vs2015.

In Topic: XNA + Camera2D + PerPixelCollision

10 February 2013 - 10:50 AM

Hello Plutonium,


i haven't looked at your code but have you tried calculating the collusion before you draw everything zoomed in?


so after calculating you do the math for the zoom.

In Topic: (Fixed)(Beginner) How to use D3DXCreateTextureFromFile to load a texture

09 February 2013 - 05:06 PM

Ok after a long search i managed to find out how to fix the problem.


i ended up making it like this.


		if(tempMaterials[i].pTextureFilename != NULL)
			DWORD dwNum = MultiByteToWideChar (CP_ACP, 0, tempMaterials[i].pTextureFilename, -1, NULL, 0);
			wchar_t *pwText;
			pwText = new wchar_t[dwNum];

				delete []pwText;

			MultiByteToWideChar (CP_ACP, 0, tempMaterials[i].pTextureFilename, -1, pwText, dwNum );

			std::wstring TextureName = FileLocation;

			//if there is a texture to load, load it
			if(FAILED(D3DXCreateTextureFromFile(d3ddev, TextureName.c_str(), &texture[i])))
				texture[i] = NULL;    // if there is no texture, set the texture to NULL

			delete []pwText;
			texture[i] = NULL;




Thanks Chris!

In Topic: Basic networking question.

06 May 2010 - 03:06 AM

Original post by Anntor
Using just the database without precached player data in RAM would be a huge performance hit for any MMO, which needs to update player state a lot per second.

Well that actually sounds logical. Thanks for the info I think I will do some brainstorming on this. I will post my results. When I’m finished :}