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#5028755 Writing to a dynamic vertex buffer
Posted by eppo
on 04 February 2013 - 01:34 PM
You're effectively given a new buffer, which avoids stalls when the GPU is still using the resource.
#5028292 Sprite won't change position
Posted by eppo
on 03 February 2013 - 04:07 AM
Objects.push_back( object );
std::vector::push_back() adds a copy of 'object' at the end of the vector. LeftPaddle in WinMain is no longer the same object as stored in Objects[].
std::list<Object*> Objects;
...should work.
#5027857 Texture won't load and I get an unhandled exception
Posted by eppo
on 01 February 2013 - 09:01 AM
DxManager getD3DManager() { return this -> D3DManager; }
This method returns a copy of the D3DManager object. Because it's a (temporary) copy, its destructor is called causing the D3D device to be released.
You should return a pointer or a reference to the manager:
DxManager &getD3DManager() { return this -> D3DManager; }
(+1 for posting clean/readable code)
#5027513 Texture won't load and I get an unhandled exception
Posted by eppo
on 31 January 2013 - 04:53 AM
I had another look at your code, and there's a bug in the Object::setPosition() method. You are dereferencing a null-pointer, 'Object::position'.
You never create the actual vector (in Object's constructor): 'position = new D3DXVECTOR3'.
b.t.w. there's no reason why position should be placed on the heap: LPD3DXVECTOR3 > D3DXVECTOR3;
#5027173 Texture won't load and I get an unhandled exception
Posted by eppo
on 30 January 2013 - 08:05 AM
For default usage, use '0' (which also happens to be the value of D3DPOOL_DEFAULT, but it's an unrelated constant).
What is the HRESULT of D3DXCreateTextureFromFileEx?
#5026777 Texture won't load and I get an unhandled exception
Posted by eppo
on 29 January 2013 - 08:59 AM
This function has a return value that could tell you a lot about what you could be doing wrong.
#5025725 Slerping the Kool Aid - Help!
Posted by eppo
on 26 January 2013 - 04:53 AM
Quaternion qSlerp = Quaternion.Slerp(qStart, qEnd, (float)gameTime.ElapsedGameTime.Milliseconds / 1000f);
should be:
Quaternion qSlerp = Quaternion.Slerp(qStart, qStart * qEnd, (float)gameTime.ElapsedGameTime.Milliseconds / 1000f);
I don't know the exact implementation of these math functions, but you should check whether CreateFromAxisAngle() requires a normalized vector as input (which rotationAxis = Vector3.Cross(lookAtDirection, forward) likely isn't).
MathUtilities.GetUnsignedAngle() seems to throw out the sign of the angle, but in the code that follows you recalculate it:
Vector3 right = Vector3.Normalize(transformComponent.Transform.Right);
float rightDot = (float)Math.Round()...
if (rightDot > 0){ rotationAngle *= -1; }
So, you should either use GetSignedAngle() (if it exists) or use angle = acos(forwardDot).
#5025137 computer vision
Posted by eppo
on 24 January 2013 - 11:06 AM
I think as an introduction '3D Math Primer for Graphics and Game Development' might suit.
#5024759 Best way to create spherical terrain?
Posted by eppo
on 23 January 2013 - 10:20 AM
#5024657 Textures
Posted by eppo
on 23 January 2013 - 03:49 AM
Have you inspected the final contents of the Points[] list in a debugger?
#5024318 Textures
Posted by eppo
on 22 January 2013 - 09:43 AM
But is it important? Point will be added several times (for each rectangle) but with same texCoords...It may be. When you iterate over all the points (for (int j = 0; j < list.Count; j++)), including the duplicates, they may no longer match up with what you have stored in 'elements[i].valueOnPoint[]' when you index it with 'j'.
#5024301 Textures
Posted by eppo
on 22 January 2013 - 08:35 AM
Are the positions in 'list[]' duplicated somehow?
#5024287 Textures
Posted by eppo
on 22 January 2013 - 07:59 AM
There are mustn't be 4 different corors around 1 vertex. Oposite, there are must be one color on the 4 quads (near this vertex)
Perhaps it's best if you post the code that shows how you set up the quads' vertex positions and their accompanying temperature-texcoords. Like said before, it's probably something in there that's causing these unwanted discontinuities.
#5024233 Trouble with AlphaState
Posted by eppo
on 22 January 2013 - 03:00 AM
The Xbox supports a variation of shader model 3.0.
Windows Phone 8 can run D3D 11 with feature level 9_3.
#5023941 Textures
Posted by eppo
on 21 January 2013 - 10:06 AM
const float3 colors[] = {
float3(0.f, 0.f, .5f),
float3(0.f, .23f, .73f),
float3(0.f, .45f, .95f),
float3(0.f, .68f, 1.f),
float3(0.f, .9f, 1.f),
float3(0.f, 1.f, .73f),
float3(0.f, 1.f, .27f),
float3(.23f, 1.f, 0.f),
float3(.63f, 1.f, 0.f),
float3(1.f, .91f, 0.f),
float3(1.f, .45f, 0.f),
float3(.93f, .11f, .14f),
}
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