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Member Since 18 Jun 2012
Offline Last Active Feb 20 2015 04:32 PM

Posts I've Made

In Topic: Direct3D don't draw my vertices

27 September 2014 - 08:56 PM

still, would be a whole lot easier if we can see the code that you've got down to see where you've declared and used the variable...

In Topic: Direct3D don't draw my vertices

23 September 2014 - 05:00 AM

What SyncViews says... i dont think you're assigning anything within the constructor...


I would have expected that you would have had

SimpleVertex(XMFLOAT3 _var){pos = _var; }


and then creating a variable of type SimpleVertex using:

SimpleVertex newVertex(XMFLOAT3(x,y,z)) or what ever else you use.




SimpleVertex newVertex;

newVertex.pos = _var;


saying exactly what the tutorial says doesn't help a great deal, i don't have the particular tutorial that you're referring to... and i've seen many.

In Topic: Direct3D don't draw my vertices

21 September 2014 - 04:03 AM

What code are you using to create a variable from the simplevertex?


I would expect somewhere you're doing SimpleVertex someVertex; someVertex.pos = XMFLOAT3()....

In Topic: RayPicking

31 August 2014 - 07:51 PM

@bluespud, Where in your update/render loop do you put the color picking code? just before the swapping of buffers or after? for example, the code i use to determine the end point of the ray has to be put at the start of all the transforms otherwise the endpoint gets transformed incorrectly. I would imagine the readpixel would need to go after the buffer is swapped (ie rendered to screen) to get the right pixel information?

In Topic: RayPicking

25 August 2014 - 07:09 PM

However my code works on different PCs so i assume you are just doing it wrong, note that ScreenToClient method should be used when window has borders.

I'm sure the code works, it just didn't work in my case, and as you've alluded to it could be as a result of my use of different variables or slightly different set up... to be fair, i copy pasted your code directly below mine (adjusted some variables) and had the same results as my code within about 2%, so more than likely something to do with the way i'm calling rendering functions.