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Dave Hunt

Member Since 30 Dec 2002
Offline Last Active Yesterday, 10:14 PM
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#5114094 [Directx 11] [2D] problem positioning a 2D quad , center starting at bottom...

Posted by Dave Hunt on 03 December 2013 - 12:32 PM

Swap the viewBottom and viewTop values for the orthographic matrix:

 

XMMatrixOrthographicOffCenterLH( 0.0f,(float)m_pRenderManager->GetWidth(),(float) m_pRenderManager->GetHeight(), 0.0f, 0.0f, 100.0f );

 

That should get 0,0 at the top-left of the viewport.




#5108196 C / C++ --> Need help with some text input.

Posted by Dave Hunt on 09 November 2013 - 09:49 PM

Based on that little bit of code, I'd recommend this article.

 

In the future, when asking questions it's best to post what you've tried rather than everything but the part you're having a problem with. Asking for help with input and then posting code that has no attempt at input in it isn't the best approach.




#5108195 Help finding Link2019 Error please

Posted by Dave Hunt on 09 November 2013 - 09:44 PM

You declared (and invoked) a parameterless constructor for class cApp, but you never defined it anywhere. You need to provide an implementation for cApp::cApp().




#5102171 OXO

Posted by Dave Hunt on 17 October 2013 - 10:51 AM

http://www.dcs.warwick.ac.uk/~edsac/




#5099350 Converting OpenGL matrix layout for frustum culling

Posted by Dave Hunt on 07 October 2013 - 11:06 AM

Have a look at Matrix Layouts, DirectX and OpenGL.

 

The big difference is that OpenGL is column major, while DirectX is row major.




#5098301 XNA inherit from model and load

Posted by Dave Hunt on 02 October 2013 - 10:21 AM

No, you're trying to go the other way, turning a Base object into an Inheritor object. You can't do that because, while all Inheritors are Bases, not all Bases are Inheritors.

 

Your model loading code is letting the content importer create a Model instance and then trying to cast it to a MyModel instance. That is not allowed since a Model is NOT a MyModel (though a MyModel IS a Model).




#5091858 how many threads for game loop

Posted by Dave Hunt on 05 September 2013 - 01:30 PM

The correct answer for the For Beginners forum is - you should use one thread.

 

In one of the other forums, the answer might be different depending on what you want to accomplish and how you want to go about it.

 

There is no correct number of threads.




#5090371 Mouse/pointer behavior with objects on screen

Posted by Dave Hunt on 30 August 2013 - 08:00 AM

What you are looking for is "picking". There are two samples on the XNA site:

 

Picking

Picking with Triangle Accuracy




#5089495 Xbox One dev. language and engine etc?

Posted by Dave Hunt on 27 August 2013 - 07:52 AM

Nobody knows as nothing has been announced.




#5089264 How to move object in Directx?

Posted by Dave Hunt on 26 August 2013 - 02:00 PM

No. You need to use a model transformation. SetViewport is for defining which portion of the display to draw to.




#5088559 New to programming looking for insight and advice for my game

Posted by Dave Hunt on 23 August 2013 - 06:06 PM

Start with the Beginners Forum FAQ - http://www.gamedev.net/page/reference/faq.php/_/for-beginners-r1

and the Start Here post - http://www.gamedev.net/topic/641721-new-to-the-forums-start-here/




#5087728 Programming Language?

Posted by Dave Hunt on 20 August 2013 - 08:56 PM

I would suggest you search these forums. This question is discussed/debated repeatedly.




#5086312 SDL input manager

Posted by Dave Hunt on 15 August 2013 - 05:35 PM

I solved my problem thanks

Perhaps you could share your solution so others can benefit from this thread. Otherwise, it may as well not have been started.




#5084444 DrawIndexedPrimitive and texcoords

Posted by Dave Hunt on 09 August 2013 - 12:23 PM

What does your vertex declaration look like? What values are going into your vertex buffer? What values are going into your index buffer? What do your vertex and pixel shaders look like?




#5081989 Help with 2d texture array for maps in XNA

Posted by Dave Hunt on 31 July 2013 - 12:57 PM

No.

 

Assuming brick width is 10 for this example:

 

0 * greenBrick.Width + xOffset == 0 + 100 == 100;

1 * greenBrick.Width + xOffset == 10 + 100 == 110;

2 * greenBrick.Width + xOffset == 20 + 100 == 120;

...






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