Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 24 Sep 2011
Offline Last Active May 04 2015 05:28 PM

Posts I've Made

In Topic: Please can someone help a beginner out. (Input Assembler - Vertex Shader link...

01 April 2015 - 05:46 PM

You need to post your vertex layout code from cpu side, that's where the issue is likely to be.

Edit: On my mobile atm, looks like you use TEXCOORD0 for the input but just TEXCOORD for out, have you tried matching these up? I don't know which exists without seeing cpu code.

Also do you by any chance go to UCLAN? This code looks familiar.

In Topic: Change texture at runtime?

31 January 2013 - 12:04 PM

Where's your code to bind the next texture? I'm not familiar with UpdateSubresource, but you need to bind the new texture to render for that state change, otherwise it'll just use the last one that was bound before you render it.

In Topic: Pointer array sizeof question?[Problem Found](Embarrassing problem)

29 January 2013 - 01:47 PM

Hmm that's weird, only thing different from yours to mine is WORD and that is 2 bytes less than DWORD...


unsigned int numIndices = Model.Total.Face* 3
indexBufferDesc.ByteWidth = numIndices * sizeof(WORD);


Maybe the number of faces is wrong?

In Topic: Have Solution/Project for both VS2010/2012

29 January 2013 - 01:02 PM

I've not used 2012, but if I want to open a vs2008 solution in my vs2010 then I just open it... Visual Studio does the conversion automatically? Doesn't 2012 not do this?

In Topic: erasing text

01 November 2012 - 05:35 PM

I've never used ID_TIMER, is it called every frame? Anyway just create a bool and stick an if check around your draw text function? The bool becomes false when you don't want the text, I.e. new screen. Also why would you think drawing black text over red would erase it? Did you not think that it would draw black text? If that timer message is called all the time then you might want to re locate that create font code

If ( bSplashScreen )
// draw text