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Rilbur

DX Problem: loading data into buffer doesn't seem to work

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I'm attempting to do a small project for class using DirectX (as a prelude to using directX on a larger scale next semester). But something isn't working right, and I don't know what. I think (based on some tests) that for some reason the data isn't getting loaded into the buffer properly, and as a result there's nothing to draw. But I'm not sure how I can test that. My code is based, mostly, on source from DirectX Tutorial with some additions from a book on DX I picked up (a timer class). The place where I'm initializing graphics (which includes loading the buffer with the triangle info) is shown below, along with a copy of the program as a whole. If anyone has any ideas, other than going and telling the teacher that 'something is wrong, and we're not going to be able to do it', please let me know. I'd scrap this project and start over from scratch with the book (now that I have it), but I need something to show for my effort right now. And while weeks of studying a book on real time rendering (in a generic sense) and a reasonable understanding of number of DirectX calls is nice, it doesn't mean anything unless I can use it for something other than a scripted out-of-the-book example. The general idea of the following code is to take a basic 'display some triangles' code and tweak it so that it loads the triangles from a data file, along with some basic transformational info to allow for basic animation. Instead of hard-coding the behavior, I wanted to off-load the actual data into an external file and then load it in at runtime. Edit: not sure what I did to stretch things out like this, sorry.
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    /*CUSTOMVERTEX vertices[] =
    {
        { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };*/
	loadData();
	CUSTOMVERTEX *vertices;
	vertices=new CUSTOMVERTEX[myTriangles.size()];
	for(unsigned int i=0; i<myTriangles.size(); i++)
	{
		for(int j=0; j<3; j++)
		{
			vertices.X=myTriangles.pointP[j][0];
			vertices.Y=myTriangles.pointP[j][1];
			vertices.Z=myTriangles.pointP[j][2];
			vertices.COLOR=D3DCOLOR_XRGB(myTriangles.pointC[j][0],myTriangles.pointC[j][0],myTriangles.pointC[j][0]);
		}
	}
	int mySize=3*myTriangles.size()*sizeof(CUSTOMVERTEX);

    // create a vertex buffer interface called v_buffer
	HRESULT HR=d3ddev->CreateVertexBuffer(mySize,
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();
}

Full code:
#include <fstream>
#include <vector>
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "GameTimer.h"//Borrowed from a book on Direct X 10:
/*Introduction to 3D Game Programming with DirectX 10, Frank D. Luna*/

#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer

void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(float);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations

GameTimer myTimer;

struct triangle
{
   int num;//triangle reference number; ZERO INDEXED
   float pointP[3][3];//point position
   //float baseRot;//Base rotation  <<SHOULDN'T BE NEEDED, BUT CAN BE USED IF NEEDED>>
   int pointC[3][3];//point color
   float connectionP[4][3];//a list of 4 possible connection points (each point a 3 element array)
   int connected[2];//which triangle does this connect to, and which connection point?
};

struct frame
{
   int index;//0 indexed value to give each animation a discrete value
   std::vector<float> degreeX;//each triangle must be given it's own rotation
   std::vector<float> degreeY;//each triangle must be given it's own rotation
   std::vector<float> degreeZ;//each triangle must be given it's own rotation
};

struct stage
{
   int index;//0 indexed value to indicate which stage
   int framePast;//which frame are we coming from?
   int frameFuture;//which frame are we headed for?
   int time;//how long does the translation take?
};

struct animation
{
	std::vector<frame> frames;
	std::vector<stage> stages;
}; 

void loadData();

std::vector<triangle> myTriangles;
animation myAnimation;

D3DXMATRIX triangleTransform(float curPercent, int curTriangle, int curStage);

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
	HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;
	myTimer.reset();

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;
		myTimer.tick();
        render_frame(myTimer.getDeltaTime());
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}

void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;    // automatically run the z-buffer for us
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;    // 16-bit pixel format for the z-buffer

    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();    // call the function to initialize the triangle

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // both sides of the triangles
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer
}

void render_frame(float deltaTime)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);

    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
                       &D3DXVECTOR3 (5.0f, 0.0f, 0.0f),   // the camera position
                       &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at position
                       &D3DXVECTOR3 (0.0f, 0.0f, 1.0f));    // the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView

    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,    // the near view-plane
                               100.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);     // set the projection

	
    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
	
	/*MYCODE*/
    //D3DXMATRIX matTranslateA;    // a matrix to store the translation for triangle A
    //D3DXMATRIX matTranslateB;    // a matrix to store the translation for triangle B
    //D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle
    static int curStage = 0;
	static float curTime=0;
	static float stageStart=curTime;
	curTime+=deltaTime;
	if(curTime>(stageStart+myAnimation.stages[curStage].time))
	{
		if(curStage==myAnimation.stages.size())
			curStage=0;
		else
			curStage++;
		stageStart=curTime;
	}
	
	//NOTE:
	/*
		Triangle X must:
		1.  do it's own rotation
		2.  do it's own translation (to connect origin to connection point)
		3.  do the rotation of X-1
		4.  do the translation of X-1
		5.  Repeast 3 and 4 until down to 0
	*/

    /*// build MULTIPLE matrices to translate the model and one to rotate
    

    // tell Direct3D about each world transform, and then draw another triangle
    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateY));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);*/
	D3DXMATRIX transformMatrix;
	float curPercent=(curTime-stageStart)/myAnimation.stages[curStage].time;
	//for(unsigned int i=0; i<myTriangles.size(); i++)
	{
		//transformMatrix=triangleTransform(curPercent, i, curStage);
	//	D3DXMatrixRotationX(&transformMatrix,D3DXToRadian(0));
	//	d3ddev->SetTransform(D3DTS_WORLD, &transformMatrix);
		d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
	}
    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    v_buffer->Release();    // close and release the vertex buffer
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}

void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    /*CUSTOMVERTEX vertices[] =
    {
        { 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };*/
	loadData();
	CUSTOMVERTEX *vertices;
	vertices=new CUSTOMVERTEX[myTriangles.size()];
	for(unsigned int i=0; i<myTriangles.size(); i++)
	{
		for(int j=0; j<3; j++)
		{
			vertices.X=myTriangles.pointP[j][0];
			vertices.Y=myTriangles.pointP[j][1];
			vertices.Z=myTriangles.pointP[j][2];
			vertices.COLOR=D3DCOLOR_XRGB(myTriangles.pointC[j][0],myTriangles.pointC[j][0],myTriangles.pointC[j][0]);
		}
	}
	int mySize=3*myTriangles.size()*sizeof(CUSTOMVERTEX);

    // create a vertex buffer interface called v_buffer
	HRESULT HR=d3ddev->CreateVertexBuffer(mySize,
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();
}


void loadData()
{
	std::fstream input;
	input.open("file.txt", std::ios::in);
	int triangleCount;
	int frameCount;
	int stageCount;
	float tempX, tempY, tempZ;
	triangle tempTriangle;
	frame tempFrame;
	stage tempStage;
	input >> triangleCount;
	for(int i=0; i<triangleCount; i++)
	{
		input >> tempTriangle.num >> 
			tempTriangle.pointP[0][0] >> tempTriangle.pointP[0][1] >> tempTriangle.pointP[0][2] >>
			tempTriangle.pointP[1][0] >> tempTriangle.pointP[1][1] >> tempTriangle.pointP[1][2] >>
			tempTriangle.pointP[2][0] >> tempTriangle.pointP[2][1] >> tempTriangle.pointP[2][2] >>
			tempTriangle.pointC[0][0] >> tempTriangle.pointC[0][1] >> tempTriangle.pointC[0][2] >>
			tempTriangle.pointC[1][0] >> tempTriangle.pointC[1][1] >> tempTriangle.pointC[1][2] >>
			tempTriangle.pointC[2][0] >> tempTriangle.pointC[2][1] >> tempTriangle.pointC[2][2] >>
			tempTriangle.connectionP[0][0] >> tempTriangle.connectionP[0][1] >> tempTriangle.connectionP[0][2] >>
			tempTriangle.connectionP[1][0] >> tempTriangle.connectionP[1][1] >> tempTriangle.connectionP[1][2] >>
			tempTriangle.connectionP[2][0] >> tempTriangle.connectionP[2][1] >> tempTriangle.connectionP[2][2] >>
			tempTriangle.connectionP[3][0] >> tempTriangle.connectionP[3][1] >> tempTriangle.connectionP[3][2] >>
			tempTriangle.connected[0] >> tempTriangle.connected[1];
		myTriangles.push_back(tempTriangle);
	}
	input >> frameCount;
	for (int i=0; i<frameCount; i++)
	{
		for (int j=0; j<triangleCount; j++)
		{
			input >> tempX >> tempY >> tempZ;
			tempFrame.degreeX.push_back(tempX);
			tempFrame.degreeY.push_back(tempY);
			tempFrame.degreeZ.push_back(tempZ);	
		}
		tempFrame.index=i;
		myAnimation.frames.push_back(tempFrame);
		tempFrame.degreeX.clear();
		tempFrame.degreeY.clear();
		tempFrame.degreeZ.clear();
	}
	input >> stageCount;
	for(int i=0; i<stageCount; i++)
	{
		input >> tempStage.framePast >> tempStage.frameFuture >> tempStage.time;
		tempStage.index=i;
		myAnimation.stages.push_back(tempStage);
	}
}

D3DXMATRIX triangleTransform(float curPercent, int curTriangle, int curStage)
{
	D3DXMATRIX myTransformFinal;
	D3DXMATRIX myTranslate;
	D3DXMATRIX myRotateX;
	D3DXMATRIX myRotateY;
	D3DXMATRIX myRotateZ;
	float past;
	float future;
	past=myAnimation.frames[myAnimation.stages[curStage].framePast].degreeX[curTriangle];
	future=myAnimation.frames[myAnimation.stages[curStage].framePast].degreeX[curTriangle];
	float rotX=(myAnimation.frames[myAnimation.stages[curStage].framePast].degreeX[curTriangle]+(curPercent*(myAnimation.frames[myAnimation.stages[curStage].frameFuture].degreeX[curTriangle]-myAnimation.frames[myAnimation.stages[curStage].framePast].degreeX[curTriangle])));
	float rotY=(myAnimation.frames[myAnimation.stages[curStage].framePast].degreeY[curTriangle]+(curPercent*(myAnimation.frames[myAnimation.stages[curStage].frameFuture].degreeY[curTriangle]-myAnimation.frames[myAnimation.stages[curStage].framePast].degreeY[curTriangle])));;
	float rotZ=(myAnimation.frames[myAnimation.stages[curStage].framePast].degreeZ[curTriangle]+(curPercent*(myAnimation.frames[myAnimation.stages[curStage].frameFuture].degreeZ[curTriangle]-myAnimation.frames[myAnimation.stages[curStage].framePast].degreeZ[curTriangle])));;
	D3DXMatrixRotationX(&myRotateX,D3DXToRadian(rotX));
	D3DXMatrixRotationY(&myRotateY,D3DXToRadian(rotY));
	D3DXMatrixRotationZ(&myRotateZ,D3DXToRadian(rotZ));
	myTransformFinal=myRotateX*myRotateY*myRotateZ;
	if(curTriangle!=0)
	{
		D3DXMatrixTranslation(&myTranslate,
								myTriangles[myTriangles[curTriangle].connected[0]].connectionP[myTriangles[curTriangle].connected[1]][0],
								myTriangles[myTriangles[curTriangle].connected[0]].connectionP[myTriangles[curTriangle].connected[1]][1],
								myTriangles[myTriangles[curTriangle].connected[0]].connectionP[myTriangles[curTriangle].connected[1]][2]);
		myTransformFinal*myTranslate*triangleTransform(curPercent, myTriangles[curTriangle].connected[0], curStage);
	}
	return myTransformFinal;
	/*D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f);
    D3DXMatrixTranslation(&matTranslateB, 0.0f, 0.0f, -2.0f);
    D3DXMatrixRotationY(&matRotateY, index);    // the front side
	
	myAnimation.frames[myAnimation.stages[curStage].framePast].degreeX
	myAnimation.frames[myAnimation.stages[curStage].frameFuture].degreeX*/
	//myTriangles.connected[2];//who am I connectd to, then which point
}

Sample Data File:
2
0 -1 -1 0 -1 0 0 0 0 0 0 0 255 0 255 0 255 0 0 0 0 0 -1 -1 0 -1 0 0 0 0 0 0 0
1 0 0 0 1 -1 0 1 1 0 0 255 0 255 0 0 0 0 255 0 0 0 1 -1 0 0 0 0 1 0 0 1 1
3
0 0 0
0 0 0
90 0 0
45 0 0
180 0 0
90 0 0
4
0 1 1
1 2 1
2 1 2
1 0 3


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Quote:
Original post by Rilbur
I think (based on some tests) that for some reason the data isn't getting loaded into the buffer properly, and as a result there's nothing to draw. But I'm not sure how I can test that.


You can use PIX to view vertex buffer data.

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Thank you! Unfortunately, while the program appears to have confirmed that there is something wrong with the buffer, I can't figure out what the problem is.

PIX tries to analyze and then fails, and I got the following debug info out of it:

PIX Logfile created at: 4:47:45 PM

Frame 000001 ....PRE: Frame(1)
Trigger 'Program Start' fired
Created event tracing log file
Created PIXRun file at: C:\Users\Ronald\AppData\Local\Temp\PIXD524.tmp
Frame 000001 ........PRE: Direct3DCreate9(32)
Frame 000001 ............PRE: AddObject(D3D9 Object, 0x03851E90, 0x038307E0)
Frame 000001 ............POST: <TRUE> AddObject(D3D9 Object, 0x03851E90, 0x038307E0)
Frame 000001 ........POST: <0x03851E90> Direct3DCreate9(32)
Frame 000001 ........PRE: <this=0x03851e90>IDirect3D9::CreateDevice(0, D3DDEVTYPE_HAL, 0x00090BD2, 0x00000020, 0x0043F7AC, 0x01140204)
Frame 000001 ............PRE: AddObject(D3D9 Device, 0x038527F8, 0x156F5900)
Frame 000001 ............POST: <TRUE> AddObject(D3D9 Device, 0x038527F8, 0x156F5900)
Frame 000001 ............PRE: AddObject(D3D9 Swap Chain, 0x038532A8, 0x156FA8E0)
Frame 000001 ............POST: <TRUE> AddObject(D3D9 Swap Chain, 0x038532A8, 0x156FA8E0)
Frame 000001 ............PRE: AddObject(D3D9 Surface, 0x03853310, 0x03836A40)
Frame 000001 ............POST: <TRUE> AddObject(D3D9 Surface, 0x03853310, 0x03836A40)
Frame 000001 ............PRE: AddObject(D3D9 Surface, 0x038533A0, 0x156FB320)
Frame 000001 ............POST: <TRUE> AddObject(D3D9 Surface, 0x038533A0, 0x156FB320)
Frame 000001 ........POST: <S_OK><this=0x03851e90> IDirect3D9::CreateDevice(0, D3DDEVTYPE_HAL, 0x00090BD2, 0x00000020, 0x0043F7AC, 0x01140204)
Frame 000001 ........PRE: <this=0x038527f8>IDirect3DDevice9::CreateVertexBuffer(0, 0, 0x00000042, D3DPOOL_MANAGED, 0x01140210, NULL)
Frame 000001 ........POST: <D3DERR_INVALIDCALL><this=0x038527f8> IDirect3DDevice9::CreateVertexBuffer(0, 0, 0x00000042, D3DPOOL_MANAGED, 0x01140210, NULL)
An unhandled exception occurred.
Closing Run File



Not sure what the exact problem is, or how to fix it.

I may be stuck with 'starting over' using the book (which looks like it's a better source than that webpage, anyway).

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I would appear from the information that you posted in your last post, that you passed in the value 0 as the Vertex Buffers size when creating it.

You might want to add a break point and check if mySize is a non Zero value.

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Quote:
Original post by Rilbur
I checked that; mySize is 96 in the debugger.
Are you positive? Because that's not what Pix says. When you run the app under Pix, are you sure it's managing to load the file and parse it OK? I'd splatter a bunch of OutputDebugString or MessageBox calls over the place.

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Alright, unfortunately I can't figure out how to output an integer inside either of those. I need to somehow convert to the windows defined string type LPCWSTR and I can't figure out how to do that.

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Most likely the issue with running through PIX is that the working directory isn't set, which means you're looking for the file in the wrong place. Try putting it in the same folder as the exe.

LPCWSTR is simply a const wchar *. To change this to a const char * just adjust the Character Set setting in the General Configuration Properties for your project to use the Multi Byte Character Set (MBCS) instead of Unicode.

If you want Unicode support use the _T() macro to make your strings Unicode: _T("Hello world") and use _tcsprintf() instead of sprintf(), etc. You will need to #include <tchar.h> for those.

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v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();


vertices is defined as a pointer type. The sizeof of pointer type is architecture dependent ie. 32-bit on a 32-bit platform and 64-bit on a 64-bit platform so sizeof(vertices) will return 4 for a 32bit platform and 8 for a 64bit platform. What you need is the size of vertex data in bytes which you already calculated with int mySize=3*myTriangles.size()*sizeof(CUSTOMVERTEX);

The code will only work if you declared vertices as a static array since the runtime can deduce the size based of the declaration of the type. Ex

CUSTOMVERTEX vertices[3] = ...;

sizeof(vertices) would return the correct value which is 3 *sizeof(CUSTOMVERTEX ).
Hopefully that helps.




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Quote:
Original post by Adam_42
If you want Unicode support use the _T() macro to make your strings Unicode: _T("Hello world") and use _tcsprintf() instead of sprintf(), etc. You will need to #include <tchar.h> for those.


I don't know what sprintf() is :P

I've been using L"THis is a string" because that's what the tutorial I was using showed me.

./sigh, I guess that just means more research for me!

Quote:
Original post by cgrant
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();


vertices is defined as a pointer type. The sizeof of pointer type is architecture dependent ie. 32-bit on a 32-bit platform and 64-bit on a 64-bit platform so sizeof(vertices) will return 4 for a 32bit platform and 8 for a 64bit platform. What you need is the size of vertex data in bytes which you already calculated with int mySize=3*myTriangles.size()*sizeof(CUSTOMVERTEX);

The code will only work if you declared vertices as a static array since the runtime can deduce the size based of the declaration of the type. Ex

CUSTOMVERTEX vertices[3] = ...;

sizeof(vertices) would return the correct value which is 3 *sizeof(CUSTOMVERTEX ).
Hopefully that helps.


Thanks, I bet this caused some problems.

Thanks to you guys, I now have PIX working... I just have to figure out how to use it properly.

EDIT: OK, maybe I spoke too soon.

When I look at the vertex declaration, I get:
Stream Offset Type Method Usage UsageIndex
0 0 FLOAT3 DEFAULT POSITION 0
0 12 D3DCOLOR DEFAULT COLOR 0
D3DDECL_END

looks right to me, position and color.

When I try to enter that info into the buffer itself for formatting as follows:

float3 position
D3DCOLOR color

I get an error on line 7 (the d3dcolor color line). I tried using VS to 'drill down' to the definition of D3DCOLOR, but neither DWORD nor unsigned long (ulong) worked.

I tried 'int' instead, and got the following:

0 0.000 0.000 0.000 4294967295
1 0.000 0.000 0.000 0
2 0.000 0.000 0.000 0
3 0.000 0.000 0.000 0
4 0.000 0.000 0.000 0
5 0.000 0.000 0.000 0


Given that there shouldn't be five triangles, only two...

I've SERIUOSLY mucked something up :(

Edit:

OK, I've slightly improved the situation. I tried replacing sizeof(CUSTOMVERTEX) with just mySize, and got the following table instead:

0 0.000 0.000 0.000 4294967295
1 3.000 3.000 0.000 4278190080
2 -42201683186052844000000000000000000000.000 -1998397155538108400.000 3803092248099291100.000 15122
3 0.000 0.000 -1998397155538108400.000 3722304989
4 -1998397155538108400.000 -1998397155538108400.000 0.000 15135
5 0.000 0.000 -1998397155538108400.000 3722304989

Some of that data is wrong; some of it actually looks right. Result is still a black screen.

[Edited by - Rilbur on December 7, 2009 7:09:30 PM]

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