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    • By vivek soni
      Hi guys,
      i am trying to implement a simple font renderer using bitmap font texture with a dynamic vertex buffer, i am  able to successfully display text with correct glyph from bitmap texture.
      right now i am trying to draw a dynamic string that changes at user input, i.e user able change the displayded text by typing the new one.
      The issue is that  length of string is exactly same as what it was initialized with even when updating string at every render frame. string gets updated every fram but is capped at length equal to what is was initialized with.
      i am suspecting that vertexBufferDesc.ByteWidth is not getting updated even when i update vertexbuffer by map and unmap it.
      initialize
      bool GlyphClass::Initialize(ID3D11Device* device, HWND hwnd, int screenWidth, int screenHeight, WCHAR* path) { bool result; m_GlyphWidthData.open("Font/AgencyFBFont_64x64_width.txt"); while (1) { if (m_GlyphWidthData.eof()) { break; } int tmp = 0; m_GlyphWidthData >> tmp; if (tmp != 0) { m_GlyphWidth.push_back(tmp); } } m_GlyphWidthData.close(); m_GlyphCharacter = 'A'; m_StringToDraw = "TEXTTEST@xyz";//userInputString != "" ? userInputString : "VIVEK599 xyz"; m_fontTextureShader = new TextureShaderClass; if (!m_fontTextureShader) { return false; } result = m_fontTextureShader->Initialize(device, hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize font texture shader object!", L"Error", MB_OK); return false; } m_ScreenWidth = screenWidth; m_ScreenHeight = screenHeight; result = InitializeBuffers(device); if (!result) { return false; } result = LoadTexture(device, path); if (!result) { return false; } return true; } updatebuffer
      bool GlyphClass::UpdateBuffers(ID3D11DeviceContext* context, int posX, int posY) { m_StringToDraw = userInputString != "" ? userInputString : "STRING 555@xyz0123456789"; VertexType* vertices; D3D11_MAPPED_SUBRESOURCE mappedResource; VertexType* vertexPtr; HRESULT hr; vertices = new VertexType[m_VertexCount * m_StringToDraw.length()]; if (!vertices) { return false; } // Initialize vertex array to zeros at first. memset(vertices, 0, sizeof(VertexType) * m_VertexCount * m_StringToDraw.length() ); float posXOffset = (float)posX; float posYOffset = (float)posY; for ( int i = 0; i < m_StringToDraw.length(); i++ ) { int cx = m_StringToDraw[i] % 16; int cy = m_StringToDraw[i] / 16; float tex_left = (float)cx * (1.f / 16.f); float tex_top = (float)cy * (1.f / 16.f); float tex_right = tex_left + (1.f / 16.f) * ((float)m_GlyphWidth[m_StringToDraw[i]] / 64.f); float tex_bottom = tex_top + (1.f / 16.f); int totalCharWidth = 64; float left = (float)((float)(m_ScreenWidth / 2.f) * -1) + posXOffset; float right = left + (float)m_GlyphWidth[m_StringToDraw[i]]; float top = (float)(m_ScreenHeight / 2.f) - posYOffset; float bottom = top - (float)totalCharWidth; //triangle 1 - clockwise vertices[0 + m_VertexCount * i].position = Vector3(left, top, 0.f); vertices[0 + m_VertexCount * i].texture = Vector2(tex_left, tex_top); vertices[1 + m_VertexCount * i].position = Vector3(right, bottom, 0.f); vertices[1 + m_VertexCount * i].texture = Vector2(tex_right, tex_bottom); vertices[2 + m_VertexCount * i].position = Vector3(left, bottom, 0.f); vertices[2 + m_VertexCount * i].texture = Vector2(tex_left, tex_bottom); //triangle + i 2 vertices[3 + m_VertexCount * i].position = Vector3(left, top, 0.f); vertices[3 + m_VertexCount * i].texture = Vector2(tex_left, tex_top); vertices[4 + m_VertexCount * i].position = Vector3(right, top, 0.f); vertices[4 + m_VertexCount * i].texture = Vector2(tex_right, tex_top); vertices[5 + m_VertexCount * i].position = Vector3(right, bottom, 0.f); vertices[5 + m_VertexCount * i].texture = Vector2(tex_right, tex_bottom); posXOffset += m_GlyphWidth[m_StringToDraw[i]]; } hr = context->Map(m_VertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } vertexPtr = (VertexType*)mappedResource.pData; int bufferSize = sizeof(VertexType) * m_VertexCount * m_StringToDraw.length(); memcpy(vertexPtr, (void*)vertices, bufferSize); D3D11_BUFFER_DESC tmpDesc; m_VertexBuffer->GetDesc(&tmpDesc); context->Unmap(m_VertexBuffer, 0); delete[] vertices; vertices = 0; return true; }  
    • By vivek soni
      Hi guys,
      i am trying to implement a simple font renderer using bitmap font texture with a dynamic vertex buffer, i am  able to successfully display text with correct glyph from bitmap texture.
      right now i am trying to draw a dynamic string that changes at user input, i.e user able change the displayded text by typing the new one.
      The issue is that  length of string is exactly same as what it was initialized with even when updating string at every render frame. string gets updated every fram but is capped at length equal to what is was initialized with.
      i am suspecting that vertexBufferDesc.ByteWidth is not getting updated even when i update vertexbuffer by map and unmap it.
      initialize
      bool GlyphClass::Initialize(ID3D11Device* device, HWND hwnd, int screenWidth, int screenHeight, WCHAR* path) { bool result; m_GlyphWidthData.open("Font/AgencyFBFont_64x64_width.txt"); while (1) { if (m_GlyphWidthData.eof()) { break; } int tmp = 0; m_GlyphWidthData >> tmp; if (tmp != 0) { m_GlyphWidth.push_back(tmp); } } m_GlyphWidthData.close(); m_GlyphCharacter = 'A'; m_StringToDraw = "TEXTTEST@xyz";//userInputString != "" ? userInputString : "VIVEK599 xyz"; m_fontTextureShader = new TextureShaderClass; if (!m_fontTextureShader) { return false; } result = m_fontTextureShader->Initialize(device, hwnd); if (!result) { MessageBox(hwnd, L"Could not initialize font texture shader object!", L"Error", MB_OK); return false; } m_ScreenWidth = screenWidth; m_ScreenHeight = screenHeight; result = InitializeBuffers(device); if (!result) { return false; } result = LoadTexture(device, path); if (!result) { return false; } return true; } updatebuffer
      bool GlyphClass::UpdateBuffers(ID3D11DeviceContext* context, int posX, int posY) { m_StringToDraw = userInputString != "" ? userInputString : "STRING 555@xyz0123456789"; VertexType* vertices; D3D11_MAPPED_SUBRESOURCE mappedResource; VertexType* vertexPtr; HRESULT hr; vertices = new VertexType[m_VertexCount * m_StringToDraw.length()]; if (!vertices) { return false; } // Initialize vertex array to zeros at first. memset(vertices, 0, sizeof(VertexType) * m_VertexCount * m_StringToDraw.length() ); float posXOffset = (float)posX; float posYOffset = (float)posY; for ( int i = 0; i < m_StringToDraw.length(); i++ ) { int cx = m_StringToDraw[i] % 16; int cy = m_StringToDraw[i] / 16; float tex_left = (float)cx * (1.f / 16.f); float tex_top = (float)cy * (1.f / 16.f); float tex_right = tex_left + (1.f / 16.f) * ((float)m_GlyphWidth[m_StringToDraw[i]] / 64.f); float tex_bottom = tex_top + (1.f / 16.f); int totalCharWidth = 64; float left = (float)((float)(m_ScreenWidth / 2.f) * -1) + posXOffset; float right = left + (float)m_GlyphWidth[m_StringToDraw[i]]; float top = (float)(m_ScreenHeight / 2.f) - posYOffset; float bottom = top - (float)totalCharWidth; //triangle 1 - clockwise vertices[0 + m_VertexCount * i].position = Vector3(left, top, 0.f); vertices[0 + m_VertexCount * i].texture = Vector2(tex_left, tex_top); vertices[1 + m_VertexCount * i].position = Vector3(right, bottom, 0.f); vertices[1 + m_VertexCount * i].texture = Vector2(tex_right, tex_bottom); vertices[2 + m_VertexCount * i].position = Vector3(left, bottom, 0.f); vertices[2 + m_VertexCount * i].texture = Vector2(tex_left, tex_bottom); //triangle + i 2 vertices[3 + m_VertexCount * i].position = Vector3(left, top, 0.f); vertices[3 + m_VertexCount * i].texture = Vector2(tex_left, tex_top); vertices[4 + m_VertexCount * i].position = Vector3(right, top, 0.f); vertices[4 + m_VertexCount * i].texture = Vector2(tex_right, tex_top); vertices[5 + m_VertexCount * i].position = Vector3(right, bottom, 0.f); vertices[5 + m_VertexCount * i].texture = Vector2(tex_right, tex_bottom); posXOffset += m_GlyphWidth[m_StringToDraw[i]]; } hr = context->Map(m_VertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } vertexPtr = (VertexType*)mappedResource.pData; int bufferSize = sizeof(VertexType) * m_VertexCount * m_StringToDraw.length(); memcpy(vertexPtr, (void*)vertices, bufferSize); D3D11_BUFFER_DESC tmpDesc; m_VertexBuffer->GetDesc(&tmpDesc); context->Unmap(m_VertexBuffer, 0); delete[] vertices; vertices = 0; return true; }  
    • By RoKabium Games
      On Lelantos you can use Portals to quickly go from one side of the map to the other. Each Portal has a number that once discovered will show up on the mini-map to help you keep track of where you are. Just be careful when using these teleportation devices, you never know what waits on the other side of the gate!
    • By Harry Loretz
      Hello everyone, 

      I appreciate any help i can get. So i recently started getting this message listed bellow in visual studio when i would compile any game i have for UE4.23.0. 

      1>EXEC : [1/28] error : Unable to create child process
      I have no idea how to fix this, and also i really don't want to have to set all the classes again in a new project.

      Second thing is that i can not move my Character on the Sever when testing multiplayer after adding "Role = ROLE_Authority" to sections in an AI Tracker bot class that i created as a part of Tom Loomans Course on Udemy. I am not following Tom Loomans course 100%, Do i need to add sever implementation to my character because i am using different movement code then what Tom uses? I Am happy to share some screen shots if needed. 
       
      Please help, thankyou for your time.
    • By RoKabium Games
      Aura enemies – ”Heeble” is a spider-like creature that is closely related to the Creeble, Greeble and Beeble and it can crawl across any type of block. The ice-webs this one spins causes a lingering damage so stay clear and burn those webs from afar.
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