Jump to content

  • Log In with Google      Sign In   
  • Create Account

Bash Mills

Member Since 05 Jan 2013
Offline Last Active Feb 14 2013 06:11 AM

Posts I've Made

In Topic: DirectX 11 2D Camera Problem?

06 January 2013 - 03:48 PM

Ahha! Thank you. Works a treat. :)


In Topic: DirectX 11 2D Camera Problem?

06 January 2013 - 07:17 AM

Well I just converted my index buffer to a dynamic rather than immutable and updated every frame using the same indices (0, 1, 2, 0, 2, 3) along with the vertex buffer and now it works? Must be something wrong with my creation of the immutable index buffer then?


In Topic: DirectX 11 2D Camera Problem?

06 January 2013 - 04:30 AM

I've also just tried using a LookAt view matrix using a look vector that should be pointing directly at the central sprite position (400, 300, 0.5f) and it still doesn't show anything!

 

I think something is aiming to misbehave!


In Topic: DirectX 11 2D Camera Problem?

06 January 2013 - 04:04 AM

Oh and the Z value of the sprite I'm trying to draw is set to 0.5f although I have tried setting this to different values but this is the one that I was expecting to work with it.


In Topic: DirectX 11 2D Camera Problem?

06 January 2013 - 04:01 AM

Hi. Thanks for your reply. I was made aware that DirectX 11 uses row major matrices but HLSL uses column major matrices so this transpose was necessary for this version of DirectX unlike previous versions. I have the same code in my 3D application that works fine. I did also try commenting them three lines out just in case but still no luck whatsoever. I am using a XMMatrixLookTo to calculate my view matrix from position, look and up vectors. But I've also tried setting each component manually using an additional right vector. No luck there either.

 

Thanks for your help though :)


PARTNERS