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Today, 07:58 AM
I found out that the problem I mentioned in the last post was related to the projection matrix and fixed it.
Today, 04:24 AM
Something weird is happening, the box is getting another shape if I moved the camera to look at the box from certain angels:
The same box from another camera angel:
Yesterday, 11:52 PM
@Buckeye: Can you please show me how the 24 vertices, uv, normal as well as the indices should be like?
25 January 2015 - 12:09 PM
I guess D3D11 doesn't support vs_3_0 / ps_3_0.
There is something I'm not sure if I'm doing correctly.
For vertex buffers, D3D9 uses IDirect3DVertexBuffer9 while D3D11 uses ID3D11Buffer
What is the correct way to create a struct that handle both so I can use it in IRenderer?
Here is what I have right now:
25 January 2015 - 11:04 AM
@ryan20fun: The following doesn't work, if I changed LPCSTR pProfile parameter from vs_3_0 to vs_4_0 it will work
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shader.fx", 0, 0, "VS", "vs_3_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shader.fx", 0, 0, "PS", "ps_3_0", 0, 0, 0, &PS, 0, 0);
device->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
device->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
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