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-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.


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