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Knight52

Member Since 26 May 2011
Offline Last Active Apr 30 2013 08:38 AM

Topics I've Started

What is this effect called, and how do I implement it?

14 March 2013 - 08:50 AM

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRMWXOg2UVZAWt2o_JkN4mCMY6j2CyszDm8Qhp1cEP4Hvue2G3n">https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRMWXOg2UVZAWt2o_JkN4mCMY6j2CyszDm8Qhp1cEP4Hvue2G3n

The trail of the wisp. What is it called, and how do I implement it with DirectX 9?

keeping mesh hierarchy VS NOT keeping it

16 January 2013 - 08:24 AM

Right now I load all model with their hierarchies kept. But it begins to have a performance issue, and I wondering if not keeping the hierarchy will give any obvious performance boost.

 

also, is there any way to find out if the .X file contains animation or not, before calling D3DXLoadMeshHierarchyFromX?


using a line to pick objects

26 December 2012 - 05:19 AM

I have a line on 2d screen. I want to know which 3d objects the line is on. It's a straight line. Anyone knows how to do it?

 

I'm trying to create a plane out of it and use it to detect the collision. I have calculated 4 points for the plane's corner, but I don't know what should I do next.


Memory leak when doing multiple thread

21 September 2012 - 01:04 AM

I know how bad it is to go multi-threading, but I don't know how else I will load stuff behind the loading screen.
No memory leaks when I do single thread, but when I create another thread to handle that same function, I got memory leaks. That function handles some Direct3D loading too. Do I have to release something before exiting the thread?

[c++] having shadow map larger than display window

30 August 2012 - 04:53 AM

say the shadow map is 1024x1024 pixel. If the display window is larger than that (1280x1024), it's fine. If it isn't (800x600), it'll fail the technique validation. Did I miss something?

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