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Today, 12:58 AM
That error is becuase ShaderBytecode.CompileFromFile can't find "MiniTr.fx".
you might need to move it into the working directory.
07 April 2014 - 06:35 PM
It seems like you are doing vector normalization in your code. This isn't necessary and requires a lot of cpu time. Your code should work just fine even if you remove "A.Normalize();"
Thanks for the Tip. I have removed that line and it works fine
03 April 2014 - 04:39 PM
Can you post your code. Looks like the way you are calculating the axis is wrong.
If you look at the top it looks like the Axis is being projected on the the X plane.
This is how I calculate the Axis.
for (int x = 0; x < Points.Count; x++)
Vector3 p1 = Points[x];
Vector3 p2 = Points[x + 1 == Points.Count ? 0 : x + 1];
Vector3 edge = p1 - p2;
var A = new Vector2(-edge.X, edge.Y);
13 March 2014 - 10:42 PM
How do I do that ? And is it necessary when I debug with visual studio 2013 ?
Debug->Graphics->Directx Control Panel
There should be an edit list button where you add your executable. Pretty sure you need to do that to debug a directx program.
Hope you get it sorted
13 March 2014 - 04:35 PM
I have never used the offline compiler either so am unsure. Once more thing to check is that you executable is added to the list of applications to use the Debug runtime in the DirectX Control Panel. No other ideas though.
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