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LordFallout

problem drawing one quad after another

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LordFallout    132
i draw one quad to represent a mouse pointer that is similar to the windows pointer and have also implemented code to draw a fps crosshair in the center of the screen when the f key is pressed, however when i press the f key the old cursor, the classic one is removed but the new crosshair is not drawn. i know that when i press the f key the way the cursor is handled is changed since in FPS mode the windows cursor is stuck in the center, but in third person the windows cursor can move around freely, this is the drawing code, im 99% sure the problem is in it, i just cant locate it :S

	if( m_CameraType == THIRDPERSON )
	{
		if( !pTPCursorVb )
		{
			ID3D9Device->CreateVertexBuffer( 6 * sizeof(VertexCursor), D3DUSAGE_WRITEONLY, D3DFVF_VERTEXCURSOR, D3DPOOL_MANAGED, 
									&pTPCursorVb, 0 );
		}
		
		VertexCursor* TPvertices;

		/*	 Must lock before carrying out operations	*/
		pTPCursorVb->Lock(0, 0, (void**)&TPvertices, 0);
		
		/*  vertices of the Crosshair	*/
		TPvertices[0] = VertexCursor( m_MouseCurrentx - m_TPCursorHotspot_x, m_MouseCurrenty + m_TPCursorHeight - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff, 0.0f, 1.0f);
		TPvertices[1] = VertexCursor( m_MouseCurrentx - m_TPCursorHotspot_x, m_MouseCurrenty - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  0.0f, 0.0f);
		TPvertices[2] = VertexCursor( m_MouseCurrentx + m_TPCursorWidth - m_TPCursorHotspot_x, m_MouseCurrenty - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  1.0f, 0.0f);
		TPvertices[3] = VertexCursor( m_MouseCurrentx - m_TPCursorHotspot_x, m_MouseCurrenty  + m_TPCursorHeight - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  0.0f, 1.0f);
		TPvertices[4] = VertexCursor( m_MouseCurrentx + m_TPCursorWidth - m_TPCursorHotspot_x, m_MouseCurrenty - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  1.0f, 0.0f);
		TPvertices[5] = VertexCursor( m_MouseCurrentx + m_TPCursorWidth - m_TPCursorHotspot_x, m_MouseCurrenty + m_TPCursorHeight - m_TPCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  1.0f, 1.0f);

		pTPCursorVb->Unlock();

		ID3D9Device->SetTexture( 0, m_pTPCursorTexture );

		ID3D9Device->SetStreamSource(0, pTPCursorVb, 0, sizeof(VertexCursor));
		ID3D9Device->SetFVF(D3DFVF_VERTEXCURSOR);

		/*	 Draw primitives using presently enabled texture.	*/
		ID3D9Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
	}

	if( m_CameraType == FPS )
	{		
		if( !pFPSCursorVb )
		{
			
			ID3D9Device->CreateVertexBuffer( 6 * sizeof(VertexCursor), D3DUSAGE_WRITEONLY, D3DFVF_VERTEXCURSOR, D3DPOOL_MANAGED, 
									&pFPSCursorVb, 0 );
		}

		VertexCursor* FPSvertices;

		/*	 Must lock before carrying out operations	*/
		pFPSCursorVb->Lock(0, 0, (void**)&FPSvertices, 0);

		FPSvertices[0] = VertexCursor( m_FPSCursorx - m_FPSCursorHotspot_x, m_FPSCursory - ( m_FPSCursorHeight - m_FPSCursorHotspot_y ), 0.0f, 1.0f, 0xffffffff, 0.0f, 1.0f);
		FPSvertices[1] = VertexCursor( m_FPSCursorx - m_FPSCursorHotspot_x, m_FPSCursory + m_FPSCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  0.0f, 0.0f);
		FPSvertices[2] = VertexCursor( m_FPSCursorx + ( m_FPSCursorWidth - m_FPSCursorHotspot_x ), m_FPSCursory + m_FPSCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  1.0f, 0.0f);
		FPSvertices[3] = VertexCursor( m_FPSCursorx - m_FPSCursorHotspot_x, m_FPSCursory - ( m_FPSCursorHeight - m_FPSCursorHotspot_y ), 0.0f, 1.0f, 0xffffffff,  0.0f, 1.0f);
		FPSvertices[4] = VertexCursor( m_FPSCursorx + ( m_FPSCursorWidth - m_FPSCursorHotspot_x ), m_FPSCursory + m_FPSCursorHotspot_y, 0.0f, 1.0f, 0xffffffff,  1.0f, 0.0f);
		FPSvertices[5] = VertexCursor( m_FPSCursorx + ( m_FPSCursorWidth - m_FPSCursorHotspot_x ), m_FPSCursory - ( m_FPSCursorHeight - m_FPSCursorHotspot_y ), 0.0f, 1.0f, 0xffffffff,  1.0f, 1.0f);


		pFPSCursorVb->Unlock();

		ID3D9Device->SetTexture( 0, m_pFPSCursorTexture );

		ID3D9Device->SetStreamSource(0, pFPSCursorVb, 0, sizeof(VertexCursor));
		ID3D9Device->SetFVF(D3DFVF_VERTEXCURSOR);

		/*	 Draw primitives using presently enabled texture.	*/
		ID3D9Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
	}

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LordFallout    132
solved, i was texturing the wrong points, i was drawing the corners flipped in the x axis and texturing them before they had been flipped like an idiot thanks for looking anyway.

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