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OppiXP

Member Since 20 Dec 2009
Offline Last Active Aug 02 2012 01:42 AM

Posts I've Made

In Topic: DirectX sprite movement seems 'glitchy'

24 July 2012 - 03:58 AM

Hi,

try to round the x- and y-coordinates to the nearest integer when translating.

In Topic: [SlimDX] Render solid 2D text

06 May 2010 - 07:19 PM

Hi,

I am using the March 2009 SP1 Release of SlimDX. DirectX SDK is installed and debugging of unmanaged code is enabled and I am using the debug runtime of DirectX.

There is no error at all. I can render Text with a transparent background and it looks correct. I just cannot figure out how I can tell the SlimDX.Direct3D9.Font
to use an opaque backround. As you can see, I am using

SpriteFlags.ObjectSpace | SpriteFlags.DoNotModifyRenderState | SpriteFlags.DoNotSaveState

because I thought that I can achieve solid text by changing some render states.
But I don't know what to change.

Thanks in advance.


In Topic: [SlimDX] Picking a point on a plane

16 February 2010 - 07:57 PM

Everything works fine now. Many thanks for your help!

In Topic: [SlimDX] Picking a point on a plane

11 February 2010 - 04:01 AM

Quote:
Are you trying to allow the camera to be translated and rotated?


Basically I'd like the eye vector to be located on the hull of a sphere whilst looking to the center of the sphere. By using the mouse wheel the user can change the distance to the center and by moving the mouse up/down and left/right the horizontal and vertical position on the hull.

The calculation of the view matrix did that fine but obviously screwed up a few things. Could you please give me a hint how I can move the eye vector the way I explained?

Thank you very much!

In Topic: [SlimDX] Picking a point on a plane

11 February 2010 - 03:48 AM

That's it!!! Man! If I use Matrix.LookAtLH the whole thing works perfectly.

The next question is how can I rotate the eye vector around (0,0,0) in x and y directions with varying distance?


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