May it's a very stupid question, but why we should not use Direct Input for fetching keyboard's and mouse signals? The answer: because MS said so is not applicable in current situation. Yeah, good for MS, but they didn't explain why, as far as I know. Here is the link to official msdn tutorial about Direct Input http://msdn.microsoft.com/en-us/library/windows/desktop/ee416842(v=vs.85).aspx
And here is the citation: The use of DirectInput for keyboard and mouse input is not recommended. You should use Windows messages instead.
I've read about different methods, how can be loaded the mesh into the game written with DirectX 11. These methods were from loading meshes with Assimp to writing own loader for .OBJ -files. As everybody know, .OBJ is a well documented. I assumed that too before I've seen this
I'm about to ask three questions. First: how it's possible that texture coordinates are negative or greater than one?
Second: How it's possible that faces consist of only 2 points without normal vectors and texture coordinates, even they are defined for them?
Third: What do you use for loading meshes in DirectX 11 in Windows 8/WIndows 7?
Thank you in advance for your answers.
p.s. program used for exporting to .OBJ-file is Blender 2.64
I've read this article http://www.wpcentral.com/xna-dead-long-live-xna and it seems author is right about XNA. So, Microsoft pulled a plug on XNA. Does anybody have more info on the topic? It would be really interesting, finally, to know about real future of this framework.
Is there any specific algorithms about, how could be implemented such effect(fire in the glass bottle)? Is fire in this case a particle system or does it suppose to be rendered on the plane and rotated afterwards?