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Load Game Dialog

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Programmer16

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So, I went and had some fun yesterday. Including, golfing, making out with hot chicks, and working on the load game dialog for my 12E5 entry. Ok, so there were no chicks, but I have to spice it up somehow!

So I, for some reason, decided to do things backwards and I started working on the load game dialog before the save game dialog *smacks self*. Anyway, it took a little while to get everything hacked in, but I think it turned out pretty decent:

LoadGameDialog


I have a question for you DirectX know-it-alls. The way I'm rendering my GUI is using 2 quads, one at X-1, Y-1, to Width+2, Height+2 with the border color, and then one at x,y to width, height with the background color. I'm doing this so that I can render everything at once. Would it be faster to do it this way, or to render the border quad as a line-list?

I probably won't update until wednesday, Raymond has a 4 day weekend so we're going to be doing a ton of Malathedra stuff.

That is all.
*Runs off to work on Malathedra*

Edit: I forgot to mention my 2 hour debugging session. I was going to be crashing at my friend's house so I copied my projects (dft and it's subprojects as well as my entry's project) from my desktop to my laptop (since I was taking my laptop.) At about 1am he crashed so I pulled out my laptop to start working on my entry. I modified the code; removed the "Really quit?" messagebox from the main menu, made a couple helper classes, and then started working on the load game dialog.

I added the widgets that I needed and all of a sudden I start getting errors in my ResourcePool class (std::map::find() and std::map::erase().) So, after shouting WTF? a couple times (since I hadn't modified the code for that at all) I started stepping through it and I noticed 'watch' and 'auto' weren't working (so I had no way to check the name that I was trying to find/erase.) So, I added a HtmlLog call, but it wasn't getting called. Stepping into the program showed that it was calling find() (which was originally on the line that I added the log call to) instead of HtmlLog::LogDebugOutput(). WTF? So I rebuild my dft libraries after cleaning and then relink my 12E5 project, but it's still not calling it. Tried doing that a couple times, to no avail. So, I go into the project settings to make sure that my settings didn't get reset somehow when I copied them over (I have the libraries automatically build into my libs folder), but for some reason I could't change anything, but I could see the command line args that said they were being output to the folder. So, I go through my folders , delete the libs and rebuild. No lib files. WTF!? So, I rechecked the output command line arg and it says that it's being output to 'c:\Documents and Settings\Owner\My Documents\blah blah' Turns out, that my Visual Studio Projects folder on my desktop is in c:\Documents and Settings\Owner\My Documents, but on my laptop it's in c:\Documents and Settings\Donny\My Documents. >_< 2 hours wasted over something retarded. Yay!
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Looking good, P16. [smile]

Quote:
I have a question for you DirectX know-it-alls. The way I'm rendering my GUI is using 2 quads, one at X-1, Y-1, to Width+2, Height+2 with the border color, and then one at x,y to width, height with the background color. I'm doing this so that I can render everything at once. Would it be faster to do it this way, or to render the border quad as a line-list?


I'm no DirectX know-it-all, but I'm reasonably sure that your method is likely the fastest. Having the border as a line-list would slow it down more (AFAIK) since each line is in actually rendered as a triangle. So a border of 4 lines would equate to 4 tri's, while the quad is only 2.

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Original post by HopeDagger
Looking good, P16. [smile]

Thanks!

Quote:
Original post by HopeDagger
Quote:
I have a question for you DirectX know-it-alls. The way I'm rendering my GUI is using 2 quads, one at X-1, Y-1, to Width+2, Height+2 with the border color, and then one at x,y to width, height with the background color. I'm doing this so that I can render everything at once. Would it be faster to do it this way, or to render the border quad as a line-list?


I'm no DirectX know-it-all, but I'm reasonably sure that your method is likely the fastest. Having the border as a line-list would slow it down more (AFAIK) since each line is in actually rendered as a triangle. So a border of 4 lines would equate to 4 tri's, while the quad is only 2.


Obviously you know more than me because I didn't realize that lines were rendered as triangles. I have to agree then, especially since I can render both with one call using my method.

Thanks again! [grin]

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