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Joakim1234

Member Since 27 Jul 2012
Offline Last Active Jul 28 2012 01:01 PM
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Posts I've Made

In Topic: How do you implement xnamath/directxmath in a d3dx10math-using framework?

28 July 2012 - 12:53 PM

Ok it seems I found the problem - for some reason XMMATRIX can't be used as extern XMMATRIX * testmatrix and it causes it to crash I had the habit of making a lot of things extern,guess I'll change them to normal now

Edit: I am the original poster,but here I wasn't allowed to use Facebook when I wrote this thread.Does that violate some terms?If so,I apologize to the moderators for not remembering the rights and terms.

In Topic: Is gaming going downhill?

27 July 2012 - 07:33 PM

It's because of profit expectation.In the old times not everyone had a computer and it wasn't all profit-oriented,so people did it more for the sake of fun,innovation and discovery and it was more of an art than an industry I guess.I mean when I ran Crysis 2 on max on my brother's computer it looked photorealistic and everything,but it got boring after 30 minutes of playing.Serious Sam The Second Encounter however always felt extremely fun and refreshing to play and the monsters looked very..uhm defined.In Crysis 2 the enemies are so packed with details,spikes,tentacles,lights,eyes,arms that I sometimes can't tell the different types apart.I hate to admit with what Blizzard said about Diablo 2,but they were right,it was something along the lines of "We don't focus so much on high definition graphics,but on a fresh and memorable art style,so we can create a graphics that will be acceptable even in 5 years from now.".

In Topic: ID3D11Device::CreateBuffer returning E_INVALIDARG for no apparent reason.[RES...

27 July 2012 - 07:06 PM

Thanks for showing me this,I guess it's not such a good idea to have a buffer creator function anyway Posted Image

In Topic: ID3D11Device::CreateBuffer returning E_INVALIDARG for no apparent reason.[RES...

27 July 2012 - 06:49 PM

I always set it to 0 if I go with D3D11_USAGE_DEFAULT. I dont think you can use D3D11_CPU_ACCESS_READ for this.

I always set it to 0 if I go with D3D11_USAGE_DEFAULT. I dont think you can use D3D11_CPU_ACCESS_READ for this.


lol it actually worked,but what kind of access does 0 mean?READWRITE?

In Topic: ID3D11Device::CreateBuffer returning E_INVALIDARG for no apparent reason.[RES...

27 July 2012 - 06:41 PM

What are the default values for the bufferUsage and processorAccess parameters, since you dont specify them? 0 and 0?

What are the default values for the bufferUsage and processorAccess parameters, since you dont specify them? 0 and 0?


They are
void CreateVertexBuffer(ID3D11Buffer** buffer, unsigned int bufferSize, void * vertices, D3D11_USAGE bufferUsage = D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_FLAG processorAccess = D3D11_CPU_ACCESS_READ);

It should result in the same buffer creation that I saw in a tutorial which used to work with no problems.

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