Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 13 Jan 2013
Offline Last Active Private

Topics I've Started

Texture Coordinates Problem

25 March 2013 - 12:42 AM

I'm converting my DirectX text renderer to OpenGL, and I've run into an issue with the texture coordinates. My problem is that the text that gets rendered in OpenGL is flipped horizontally. I was wondering how this came to be as after reading about how OpenGL texture corrdinates work, I would have thought that I would have needed to invert the V component of the texture coordinates, but this seems to be not the case.

Vsync lag in DirectX 9 Fullscreen

13 January 2013 - 10:53 PM

I have vsync enabled in my game. In windowed mode, input lag seems to be much less than compared to fullscreen mode. I've tried to pinpoint where this input lag is coming from while in fullscreen, but I just don't know where to look anymore.


This is my windows message loop:


		MSG msg;
		while(PeekMessage(&msg,0,0,0,PM_REMOVE) > 0)
			if(msg.message == WM_QUIT)
				return false;

			TranslateMessage( &msg );
			DispatchMessage( &msg );

	} while(m_bPaused);

	return true;



And this is how I init directx 9:



m_D3DParameters.BackBufferWidth            = width;
m_D3DParameters.BackBufferHeight           = height;
m_D3DParameters.BackBufferFormat           = D3DFMT_X8R8G8B8;
m_D3DParameters.BackBufferCount            = 1;
m_D3DParameters.MultiSampleType            = D3DMULTISAMPLE_NONE;
m_D3DParameters.MultiSampleQuality         = 0;
m_D3DParameters.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
m_D3DParameters.hDeviceWindow              = windowHandle;
m_D3DParameters.Windowed                   = false;
m_D3DParameters.EnableAutoDepthStencil     = true;
m_D3DParameters.AutoDepthStencilFormat     = D3DFMT_D24S8;
m_D3DParameters.Flags                      = 0;
m_D3DParameters.FullScreen_RefreshRateInHz = RefreshRate;
m_D3DParameters.PresentationInterval       = D3DPRESENT_INTERVAL_DEFAULT;