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Black Knight

Member Since 01 Jan 2002
Offline Last Active Mar 01 2014 10:38 PM

#4791540 D3DXCreateLine - Need help rendering faster

Posted by Black Knight on 28 March 2011 - 06:07 PM

Yes in DX they are called vertex buffers. VBO is vertex buffer object so they are pretty much the same thing.


#4791501 D3DXCreateLine - Need help rendering faster

Posted by Black Knight on 28 March 2011 - 03:38 PM

Store all the data in a VBO and the draw it in one call. Should increase speed a lot.


#4791104 Crashing on switch to fullscreen

Posted by Black Knight on 27 March 2011 - 04:13 PM

If I remember correctly it is done with the following function and using the correct styles :

http://msdn.microsoft.com/en-us/library/ms644898%28v=vs.85%29.aspx

You might also have to call ChangeDisplaySettings method to change the resolution to the fullscreen resolution you want to use:

http://msdn.microsoft.com/en-us/library/dd183411%28VS.85%29.aspx


#4399877 Moving object in OpenGL using WASD

Posted by Black Knight on 10 February 2009 - 07:06 PM

Is the rotation degrees or radians?
You may need to convert the radians to degrees if your using degrees when your drawing.


#4393777 SetClipPlane and NVIDIA drivers

Posted by Black Knight on 01 February 2009 - 09:01 AM

My rendering goes like this so it doesnt cause any problems :



m_D3DDevice->SetClipPlane(0, (float*)waterPlaneH);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);

//draw world inventerted to texture
drawWorldInverted();

//Need to reset the clipping plane for some reason.It works on a ATI card but
//not on a NVIDIA card.
m_D3DDevice->SetClipPlane(0, (float*)waterPlaneH);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);

//clear color buffers etc.
//draw world normally
drawWorld();



So it all happens in the same frame I draw the reflection to a texture clear everything then draw the world to the backbuffer.


#4393741 SetClipPlane and NVIDIA drivers

Posted by Black Knight on 01 February 2009 - 08:07 AM

I experience something similar but it was solved by reseting the clip plane after drawing.

Try something like this maybe it helps.

m_D3DDevice->SetClipPlane(0, (float*)waterPlaneH);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);

//draw

//Need to reset the clipping plane for some reason.It works on a ATI card but
//not on a NVIDIA card.
m_D3DDevice->SetClipPlane(0, (float*)waterPlaneH);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 1);
m_D3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);



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