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JimmyRose

Member Since 18 Nov 2009
Offline Last Active Mar 18 2013 11:07 PM

Posts I've Made

In Topic: OpenGL Start Guide Help

11 January 2013 - 02:33 AM

The arcsynthesis building instructions work. Just follow them closely and don't blindly jump over the pages. And thinking about it, its pretty much how you should deal with the rest of the book.

I have no doubt that his instructions work, one reason I wanted to follow his tutorials is because of his explanation of whom the tutorials were targeted for.

I can't get Premake 4 to work or to tell you the truth I'm really confused on how to use it. If someone could fully explain how to get it setup I have no qualms that I'll be able to breeze through the tutorials.


In Topic: Device values do not carry between classes.

11 May 2010 - 06:16 AM

/////
///// This is from Device.h
/////
class Device
{
public:
Device(void);
~Device(void);

D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice9* gd3dDevice; // D3D Device
IDirect3D9* md3dObject; // D3D Object
LPDIRECT3DVERTEXBUFFER9 t_buffer; // the pointer to the particle's vertex buffer
void Init(HWND hWnd, HINSTANCE hInst,int nWidth, int nHeight, bool bWindowed);
};

/////
///// This is from Device.cpp
/////
void Device::Init(HWND hWnd, HINSTANCE hInst, int nWidth, int nHeight, bool bWindowed)
{
// Create the D3D Object
md3dObject = Direct3DCreate9(D3D_SDK_VERSION);

// Verifying HAL Support
//IDirect3D9::CheckDeviceType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFORMAT, D3DFORMAT, true);

// The device's parameters
ZeroMemory( &d3dpp, sizeof( d3dpp ) );

// Set Parameters
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

// Create the device
md3dObject->CreateDevice(
D3DADAPTER_DEFAULT, // Adapter
D3DDEVTYPE_HAL, // Device Type
hWnd, // Focus Window
D3DCREATE_SOFTWARE_VERTEXPROCESSING, // Behavior Flags
&d3dpp, // Presentation Params
&gd3dDevice); // D3D Device

gd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
}

/////
///// This is from DirectX.h
/////
public:
CDirectX(void);
~CDirectX(void);

Device *device; // This is where the Device is passed from the class

void Init(HWND hWnd, HINSTANCE hInst,int nWidth, int nHeight, bool bWindowed);
void Update();
void Render();
void Run_Particles();
void Shutdown();
};

/////
///// This is from DirectX.cpp
/////
void CDirectX::Init(HWND hWnd, HINSTANCE hInst, int nWidth, int nHeight, bool bWindowed)
{
//////////////////////////////////////////////////////////////////////
///// Initialize Graphics
//////////////////////////////////////////////////////////////////////

// load the texture we will use
D3DXCreateTextureFromFile(device->gd3dDevice,
"fire.png",
&texture);
This is how I'm passing on the device.

In Topic: Plane Movement

11 April 2010 - 01:50 PM

Hello,
Thanks for your concern and suggestion I actually started with C# and move my way to C++ but then I quit programming and did other things that interested me more but I'm trying to get back into programming and game programming interest me so many of my older posts was me just trying to get back into the groove of things.

I usually always have a broad idea on how to do something and I'm surrounded by a lot of talented programmers I just use these threads to bounce ideas off other people to see if something else comes more interesting.

In Topic: Joystick Problem

23 February 2010 - 03:49 AM

After using some help from else where I got this and now it's a new problem.

In the header:
static BOOL CALLBACK EnumJoysticksCallback(const DIDEVICEINSTANCE* pDIInst, VOID* pContext);

In the cpp:
BOOL CDirectX::EnumJoysticksCallback(const DIDEVICEINSTANCE* pdidInstance, VOID* pContext)
{
CDirectX* pThis = (CDirectX*)pContext;


// Obtain an interface to the enumerated joystick.
if(FAILED (pThis->din->CreateDevice(pdidInstance->guidInstance, pThis->&joystick, NULL)))
{
//ONMESSAGE("cannont obtain joystick intefaces","error:dxinput");
return DIENUM_STOP;
}
return DIENUM_CONTINUE;

}


These are the errors I'm getting:

I know it starts all right here I have no idea why is wont recognize '&'

error C2059: syntax error : '&'
error C2143: syntax error : missing ';' before '{'
error C2039: 'HINSTANCE' : is not a member of 'CDirectX'see declaration of 'CDirectX'
error C2146: syntax error : missing ')' before identifier 'hInstance'
error C2761: 'void CDirectX::initDInput(HINSTANCE,HWND)' : member function redeclaration not allowed
error C2059: syntax error : ')'
error C2143: syntax error : missing ';' before '{'
error C2447: '{' : missing function header (old-style formal list?)

In Topic: Writing Text

11 February 2010 - 03:41 PM

I'm making a game with a chat client and I'm using DirectX as my wrapper that's why I wrote it here just because DirectX may have a way of doing it.

I never heard of (GDI) DrawText if that works that would be great.

I just wanted to get on the right path, I'll look it up thanks.

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