Jump to content
  • Advertisement
Sign in to follow this  
xM1k3x

Small problem( Direct X )**SOLVED**

This topic is 3736 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey all basically in this small section of code I have a small problem. Simply put my sprite_handler->Draw is being stopped because d3ddev->EndScene(); is being called in the same if statement. However I cant take d3ddev->EndScene(); out because my tiled background needs it so what would be another way of drawing my sprite to the screen? Thanks!
//start rendering
        if (d3ddev->BeginScene())
        {
            
		    //erase the entire background
		    d3ddev->StretchRect(tiles, NULL, backbuffer, NULL, D3DTEXF_NONE);

            //start sprite handler
            sprite_handler->Begin(D3DXSPRITE_ALPHABLEND);

            //create vector to update sprite position
	        D3DXVECTOR3 position((float)Player.x, (float)Player.y, 0);         

           
            //draw the sprite
            sprite_handler->Draw(
                player_ship, 
                NULL,
                NULL,
                &position,
                D3DCOLOR_XRGB(255,255,255));
          
	
			//draw tiles onto the scroll buffer
		    DrawTiles();
			//draw the scroll window onto the back buffer
			DrawScrollWindow();
   
			//stop rendering
			d3ddev->EndScene();
		}

[Edited by - xM1k3x on July 2, 2008 8:59:21 PM]

Share this post


Link to post
Share on other sites
Advertisement
I'd say you're not getting past:
if (d3ddev->BeginScene())

If BeginScene is successful, it returns S_OK which = 0.

if( 0 ) never continues.

Share this post


Link to post
Share on other sites
Quote:
Original post by Mike.Popoloski
uh, just call sprite_handler->End() before the device end call?


Awesome thank you very much! I am still not completed used to using Direct X I apreciate the help.

Share this post


Link to post
Share on other sites
Quote:
Original post by Buckeye
I'd say you're not getting past:
if (d3ddev->BeginScene())

If BeginScene is successful, it returns S_OK which = 0.

if( 0 ) never continues.



Thanks for the help but I just needed to do what the poster above you said.

I appreciate you answering my question either way so thank you.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!