Source of Directx Viewer?
Anybody knows where to get the source of Directx Viewer? Thanks!
I have done a .X loader, but it's weird that
object presented in my loader has a bit of compression in y-direction with respect to that in Maya.
(A character in maya will become a bit shorter in my loader).
But the object is alright in Directx Viewer.
Where to get the source of Directx Viewer?
Or any ideas?
Thanks!!
Quote:Original post by Promit
Maybe your field of view is just too high? Or you screwed up the aspect ratio?
The compression in y-direction is little(about 5%-10%), that if you don't look carefully, you may not notice the difference.
And I am not very familiar with directx,perhaps some
settings I ignored....
I have two lines about the matrix:
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
Quote:Original post by Promit
Maybe your field of view is just too high? Or you screwed up the aspect ratio?
Do you know where these settings are set?
Thanks!
Maybe this is the problem:
The window size is set:(800, 800)
However, 800 includes the top title line, and the
actual display region has only about(800, 760)
So I can alleviate this by set(0, 0, 800, 840)
But I don't know how to solve this exactly.
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){ // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3DEngine", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3DEngine", "Quaid Engine", WS_OVERLAPPEDWINDOW, 0, 0, 800, 800, GetDesktopWindow(), NULL, wc.hInstance, NULL );
The window size is set:(800, 800)
However, 800 includes the top title line, and the
actual display region has only about(800, 760)
So I can alleviate this by set(0, 0, 800, 840)
But I don't know how to solve this exactly.
Quote:Original post by Promit
AdjustWindowRect.
Yup. That's what I want.
The compression seems disappeared.
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