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Member Since 13 Jan 2013
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Posts I've Made

In Topic: Texture Coordinates Problem

25 March 2013 - 03:29 PM

I've enabled back face culling and only half of the triangles get rendered.  I've also reverted my view matrix back to what I originally had it set to.  I'm still new to this but in DirectX, I would specify CullMode= CCW; in the shader to do backface culling which worked correctly. I still have no idea how to get the text rendered correctly without flipping the view matrix. Inverting the U component of the texture coordinates does this(without culling):


int x = character % 16; // Column
int y = (character / 16); // Row

glm::vec2 topLeft(1.0f - (x / 16.0f),y / 16.0f);
glm::vec2 bottomRight(1.0f - ((x+1) / 16.0f),(y+1) / 16.0f);





In Topic: Texture Coordinates Problem

25 March 2013 - 01:26 PM

I figured a solution to the problem by changing my view matrix, but I'm not sure if this is the correct way to go about this:





Changed to:



In Topic: Texture Coordinates Problem

25 March 2013 - 10:52 AM

This is what the flipping looks like when rendering "1234567890"


The code is essentially the same as the DirectX version which treats the origin in the top left.



In Topic: Vsync lag in DirectX 9 Fullscreen

14 January 2013 - 12:51 AM

This does not seem to fix the lag I'm experiencing. For input, I'm using a combination of Raw Input for the mouse along with the keyboard messages from the windows msg queue.

Edit: It seems that creating the directx device with D3DCREATE_SOFTWARE_VERTEXPROCESSING, tends to reduce the input lag. Interesting...