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Member Since 22 Aug 2009
Offline Last Active May 16 2014 08:23 AM

Posts I've Made

In Topic: Rotating Face Normals

17 November 2012 - 02:44 PM

Thanks, the problems was with my reflection code. Thanks for your help anyways!


In Topic: Rotating Face Normals

17 November 2012 - 08:04 AM

OK, I've tried the following:
D3DXMATRIX matRotX, matRotY, matRotZ, matRotTotal;
D3DXMatrixRotationX( &matRotX, pMeshCoords->Rotation.x );
D3DXMatrixRotationY( &matRotY,  pMeshCoords->Rotation.y );
D3DXMatrixRotationZ( &matRotZ,  pMeshCoords->Rotation.z );

matRotAll = matRotX * matRotY * matRotZ;

D3DXMatrixInverse( &matRotAll, NULL, &matRotAll );
D3DXMatrixTranspose( &matRotAll, &matRotAll );

D3DXVec3TransformNormal( &RotFaceNormal, &FaceNormal, &matRotAll );

This hasn't helped.
Am I going about this the wrong way?


In Topic: Sending A Hash List

07 June 2012 - 06:27 AM

Thanks for the info!


In Topic: Sending A Hash List

06 June 2012 - 07:01 PM

OK, so lets say I max out the buffer and the send() function only queues half the data that I sent to it. What's the best way to handle this? Do I have to keep retrying the send with the remaining data?
Is there a way to make it only queue the data if the full buffer is accepted because I'd rather not have to hang on a partial send and resend the whole message when the buffer is free.


In Topic: Sending A Hash List

06 June 2012 - 07:39 AM

Thanks for your quick reply!

OK, maybe I'm not understanding how this works. I'm sending data using the send() function. Does it matter how often I make calls to this function? Once I've made a connection to the server can I send data as fast as I like without worrying about hammering the server or overloading any buffers? Or should I put the hash list into a single buffer and send just once? or would multiple calls to the send() function just join them up anyway?