Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


-Tau-

Member Since 13 Jul 2011
Offline Last Active Sep 14 2014 12:14 PM

Posts I've Made

In Topic: Unsigned int in vertex shader

14 September 2014 - 12:14 PM

Thanks for the tip, i changed D3DDECLTYPE_UBYTE4 to D3DDECLTYPE_D3DCOLOR and unsigned int vTexHeight to float4 vTexHeight. Now i get bytes with

int u1=(int)(vTexHeight.b*255);
int u2=(int)(vTexHeight.g*255);
int u3=(int)(vTexHeight.r*255);
int u4=(int)(vTexHeight.a*255);


In Topic: XAudio2 Exception 80000003

01 February 2014 - 03:15 AM

Thanks, removing XAUDIO2_DEBUG_ENGINE worked, somehow, application doesn't crash anymore but stil, sound isn't modified with listener emiter positions. I also watch matrixCoefficients, they change as they should but they somehow don't affect the output.

 

Edit:

Solved, wav file i used was stereo, after i changed it to mono aplication doesn't crash and output is correct.


In Topic: Texture colors, debug/release

20 September 2013 - 06:28 AM

Ok nevermind, one of the stupidest mistake in this project so far:

	CDXUTTextHelper txtHelper( pFont, pTextSprite, 15 );
	txtHelper.Begin();
#if defined(DEBUG)

	// debug prints

	txtHelper.End();
#endif

In Topic: Texture colors, debug/release

20 September 2013 - 12:57 AM

Thanks for the tip, unfortunately, i never used PIX befor, so after reading few tutorials, the only thing i noticed so far is, that in debug mode the scene is divided with DXUT_BeginPerfEvent.

Edit:

Cull mode appears to be set to none in release version and when i changed it to CCW all textures that were drawn with ID3DXSprite disapeared.


In Topic: Texture colors, debug/release

19 September 2013 - 04:13 AM

I didn't find any mistakes in vertex delcaration yet but it might be caused by this. I also noticed that geometry in reflection texture is translucent.


PARTNERS