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Fredericvo

Member Since 06 Mar 2012
Online Last Active Today, 05:35 PM

Posts I've Made

In Topic: Passing information between states?

Yesterday, 06:56 PM

From my own understanding of gamestates, the state manager doesn't know nor care what state(s) is/are currently active.
The menu itself is a gamestate and a gamestate can know what other gamestate the manager has to make active next.
So when the user selects Level 1 the menu gamestate tells the statemanager to swap in Level 1, when Level 1 completes it swaps Menu gamestate back in if you lose for example and Level 2 if you passed.
Swap in/out is meant very generally here as you could have a stack of states or just 1 active at a time. Think pop up menus or crossfading between states.

In Topic: Movie sequence Video Game

17 December 2014 - 08:09 PM

I believe some 3DO games have attempted that in the 90s.
FYI, that console was a huge flop.
I'm not saying that was the reason though.

In Topic: Byte and double byte numerals

15 December 2014 - 09:15 AM

Yes.

For example, If:

#include <stdint.h>

int main()
{
    uint8_t var = 0xFF;
    uint16_t var2 = var<<8;
    return 0;
}

Checking with the debugger the value of var2 after executing its initialization is 0xFF00, which makes me deduce that the compiler transformed var to a uint16_t or bigger when the bit shift happens.

The value would be expected to be 0XFF00 since it was a 16-bit sized variable that would have held 0x00FF had you not applied the bitshift.


In Topic: Byte and double byte numerals

15 December 2014 - 08:28 AM

What exactly are you trying to achieve?

Is there anything wrong with

 

"unsigned char x = 255;" ?

 

Do you have a code sample to show what is your intention?


In Topic: directx 11 texture object Help

14 December 2014 - 08:57 PM

I couldn't look at your code as I'm on an iPhone and that google drive interface doesn't seem to work here but i'm familiar with rastertek code so look at the following line in your textureshaderclass:
result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "TextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
&vertexShaderBuffer, &errorMessage, NULL);

Then look at your shader file.

////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TextureVertexShader(VertexInputType input)
{
//etc

Is the entry point named TextureVertexShader too?

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