Yes, it was most likely just a typo on his part; it's supposed to be "long long".
btw, is "log long" supposed to be "long long"? thought we were gonna use logarithms hehe.
Yes, it was supposed to be long long.
will correct it now.
Male
Posted by ryan20fun
on 31 August 2011 - 05:49 AM
Yes, it was most likely just a typo on his part; it's supposed to be "long long".
btw, is "log long" supposed to be "long long"? thought we were gonna use logarithms hehe.
Posted by ryan20fun
on 31 August 2011 - 01:57 AM
yes "long long" / "__int64" although the latter is compiler/OS/vendor specifiec as far as i knowHi, out of curiousity, is it possible for a C++ integer (or long integer according to what i read) to go beyond 2,147,483,647?
How do i attain it? do i need a certain library or piece of code to make it possible?
Cheers.
Posted by ryan20fun
on 20 August 2011 - 12:45 PM
1. I've noticed that the texture is scaling to the closest 64x64, 128x128, 256x256, 512x512, 1024x1024 etc. If my texture is 300 in height, it's going to be scaled to 512 in height. Can I disable this somehow?
2. What do you think is better? Using Sprites or setting up vertices?
@ryan20fun: Ok, I've checked the Debug Runtime Version. Should I do anything with the Debug Output Level?
Where will I find this debug help in Visual Studio when I work?
Posted by ryan20fun
on 20 August 2011 - 08:15 AM
What header do I have to include to use TDWORD and wstring? Also, I've checked for null values with if statements but didin't find any.
Regarding the Debug Runtimes. This is the window, but now I don't know what to change? Your path worked untill this window
@Aerodactyl55: I'm calling it?Graphics::Graphics(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); d3dpp.Windowed = true; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = 1280; d3dpp.BackBufferHeight = 800; D3DXCreateSprite(d3ddev, &sprite); HRESULT hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); }
Thank you btoh for helping me appreciated
Posted by ryan20fun
on 19 August 2011 - 02:11 PM
it would be quicker to set a break point and copy the value of the HRESULT and look it up in the DirectX Error Lookup tool / google.
Sorry, but, how do I set a break point? And how can I copy the value of the HRESULT? Sorry, but I've never done this before, first time I even hear about it :/
Posted by ryan20fun
on 09 August 2011 - 01:44 PM
hardcoded into Crytek engine.
Posted by ryan20fun
on 09 August 2011 - 02:07 AM
It is true what everything above has been said.
I did tried the same thing with my shadow mapping algorithm (CSSM) and got the same response...
I've pitched idea to Crytek and instead of showing interest for the algorithm, Cevat Yerly replied with the yob offer (witch I ended up declining because working on technology that is more inferior than my home projects for mire 4.5K euros a month would probably drove me insane - it would be a waste of my time).
The thing is I want to share my algorithms with the rest but it is getting so darn hard to public them (my old mentor is helping me rewrite them properly).
Basically for the PHD you only need three mayor papers so it would be a shame if I just release them without profiting in ECTS points.
Posted by ryan20fun
on 30 July 2011 - 07:20 AM
then can i ask, why do you need DX8 ?Please don't answer me to upgrade to directx9, i need to use version 8.
Posted by ryan20fun
on 15 July 2011 - 11:01 AM
Posted by ryan20fun
on 15 July 2011 - 04:00 AM
ahh, so now i can seamlessly switch between FaceBook and GameDev.netBecause it looks more like facebook this way, right?
Aww...
I liked being able not to like...
Posted by ryan20fun
on 15 July 2011 - 02:26 AM
Posted by ryan20fun
on 11 July 2011 - 02:57 AM
Posted by ryan20fun
on 05 July 2011 - 11:19 AM
But...
This book is too old...
Is it still useful?
Is also contains CD(Source code) ?
Posted by ryan20fun
on 11 June 2011 - 05:49 AM
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