Hm, well I'd trust that the debugger would either cause an exception of give me some feedback if there's something wrong, even if I do have to then manually find it. I think a lot of games today are done in C++ with DirectX so it must be popular for a reason!
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I'm a physics student in the UK.
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In Topic: Vertex declaration and app crash
09 May 2013 - 10:43 AM
In Topic: Vertex declaration and app crash
09 May 2013 - 07:02 AM
Ah, thanks for pointing that out, of course it makes sense, since each vector is 3 floats, that each one has the size of 3 floats! I must have changed it and forgotten!
Also, I seem to have fixed the problem by releasing tempMesh after calculating the tangent frame, which I didn't do before (I tried releasing it before calculating the tangent frame, but it didn't like that).
In Topic: Problem with D3DXComputeTangentFrame
09 May 2013 - 04:03 AM
OK, I changed my code so that it does this instead:
if (FAILED(D3DXComputeTangentFrameEx(texturedMesh, D3DDECLUSAGE_TEXCOORD, 0, D3DDECLUSAGE_BINORMAL, 0, D3DDECLUSAGE_TANGENT, 0, D3DDECLUSAGE_NORMAL, 0, 0, 0, 0.01f, 0.25f, 0.01f, &texturedMesh, 0)))
{return false;}
I think this is OK usage of the function? There's a lot of stuff in there which I'm not really sure of! The program seems to run OK though, so I guess it's no problem...
In Topic: Problem with D3DXComputeTangentFrame
08 May 2013 - 05:51 PM
Thanks for the info - I don't see how it could suddenly be problematic when all I did was edit a few vertices, but I don't know much about the inner workings of meshes. First, is it possible to identify the culprit UV vertices in Blender? (I'm right in thinking that it hasn't got anything to do with the vertices themselves, but rather the UV coordinates?) - if I could find them in Blender I could probably move them around a bit. If not ... I guess I'll try D3DXComputeTangentFrameEx, although there seem to be a lot of terms in that function which I don't understand!
Thanks.
In Topic: IslandWorld
07 May 2013 - 05:13 PM
The models are just .x files - yes, I created a class to load, draw, unload them, etc...
The water is actually just a plane with an alpha blended texture, and the shadows were created by flattening geometry - really basic! This was a while ago though and I now use shaders to do all the drawing. This gives far superior shadow mapping/normal mapping/specularity/diffuse lighting, and this scene would look tonnes better if I re-made it with shaders! If you're just beginning I'd advise you to get going with shaders straight away - they are fantastic and would allow you to create something infinitely better than this!
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