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Endurion

Member Since 21 Feb 2002
Offline Last Active Today, 10:53 AM

Posts I've Made

In Topic: Create a dynamic library in linux and link to it using Visual Studio Linux De...

21 September 2016 - 09:53 AM

Well, did you read the right part of the warnings?

They say exactly what the cause is; that the mismatch might cause problems later on; and the second part of the message starts with "to correct this...".
Did you check those properties if they do match %(Link.OutputFile)?

In Topic: Create a dynamic library in linux and link to it using Visual Studio Linux De...

20 September 2016 - 11:35 PM

Your linker input has "projects" in it, while the resulting path for the library doesn't. The paths don't match.

Simple check: Does a file "projects/foo/bin/x64/Debug/libfoo.so.1.0" exist where you expect it?

In Topic: win10: no native support for pre-dx10 games. additional runtime required?

01 September 2016 - 12:52 AM

The separation of D3DX from D3D was one of the main reasons for me to kick it out. And in hindsight it was a grand idea :)

A bit of performance may have been lost, but my games simply work.


Might be an idea, depending on how much you actually use of D3DX.

In Topic: Getting debug information using TextOut()

31 August 2016 - 11:54 PM

There's other possibilities for WM_ERASEBKGND to fire than InvalidateRect calls (moving the window off screen and back on screen for example).

The handler for doing nothing is simple:

case WM_ERASEBKGND:
  return 1;

In Topic: Getting debug information using TextOut()

30 August 2016 - 11:33 PM

What value are you returning after handling WM_PAINT? It should be zero; do not pass it on to DefWindowProc, if you draw things yourself.

The flickering could well be WM_ERASEBKGND. If you do all your drawing in WM_PAINT, you can handle WM_ERASEBKGND doing nothing and return a non zero value.


Remember: The return value of a handled message is important. And, if not told otherwise in the messages docs, pass the message on to DefWindowProc. A good WindowProc looks like this:

switch ( MessageType )
{
  case WM_xxx:
    // do stuff
    return or break, depending on what the message docs say
  case WM_other_xxx:
    // do other stuff
    return or break, depending on what the message docs say
}
return DefWindowProc( arguments );

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