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In Topic: Sprite object no longer renders when put in to a Vector
05 February 2013 - 11:11 AM
In Topic: Sprite object no longer renders when put in to a Vector
03 February 2013 - 04:27 PM
#ifndef HEADERS_H #define HEADERS_H #define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #include <windows.h> #include <windowsx.h> #include <vector> #include <d3d9.h> #include <d3dx9.h> #include <string> #include <fstream> #include <iostream> #include <string> #include <ctime> #include <sstream> #include <cmath> #pragma comment (lib, "d3d9.lib") #pragma comment (lib, "d3dx9.lib") #define SCREEN_WIDTH 1024 #define SCREEN_HEIGHT 768 LPDIRECT3D9 d3d; // Pointer to Direct3D interface LPDIRECT3DDEVICE9 d3dDevice; // Pointer to the device class LPD3DXSPRITE d3dSprite; // Pointer to Direct3D Sprite interface std::ofstream diagFile; #endif
In Topic: Struggling to change render order of lists of objects (XNA)
25 January 2013 - 01:52 PM
Thanks for the reply.
The problem with putting the objects in the same list is that they are two completely different objects with very different behaviors. For example, I am trying to hit the zombie with the truck but avoid the road debris, the zombie moves around and is animated where are the debris is static so I need separate lists for the zombie object and debris object. Otherwise, I would have have indeed used a Z or depth value as you suggested.
Also, the Zombie is taller than the debris objects but... I am returning the Y pos, not the size of the sprite. I also have an origin set up for each of the sprites which is the sprite texture height so at the bottom. So the Y position should relate to the very bottom of each sprite.
In Topic: Sprite fails to draw when calling my draw() method
10 January 2013 - 02:39 PM
I figured it! And rather obvious when you think about it too.
I used a switch statement as you suggested and found that I was getting a D3DERR_INVALIDCALL. Went back and looked at the way in which I was initialising my parameters. Soon realised I was creating my sprite object before I ran my initDirectX method. So, in turn I wasn't actually loading any textures or positions in the first place when I thought I was.
Anyway, thanks for the help. Took a while but finally got there!
In Topic: Sprite fails to draw when calling my draw() method
10 January 2013 - 11:48 AM
Hi, thanks for the reply.
I have checkted and the draw call is definitely failing and the return code I am getting is 1 (I have not been able to find a way of telling whether it is a D3DERR_INVALIDCALL or D3DXERR_INVALIDDATA error.
One thing I did think, when drawing a sprite to the screen, we must put the call to the draw() method in between:
</p><pre> d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);</pre> // ... <pre> d3dSprite->End();</pre>
Am I correct in thinking I can just put the call to the objects draw method in between these two and it will still work?
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