• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Muzzy A

Making lines in 3D space in Direct X

5 posts in this topic

I'm trying to create a line in 3D space, but it's not working right for me, it only causes the other objects to have a pattern of black spots

I don't know much about how to create a line in 3D space, it's hard to find anything on it.

[code]
// Header
struct LineVert
{
Vector3 Position;
};

IDirect3DVertexDeclaration9 *vertDecl;
IDirect3DVertexBuffer9 *vertBuff;

// Cpp
LineVert verts[] =
{
{ Vector3(0,0,0) },
{ Vector3(2,0,0) }
};

d3dDevice->CreateVertexBuffer(sizeof(LineVert)*2,0,0,D3DPOOL_MANAGED,&vertBuff,0);
CopyToVRam(verts,vertBuff);

D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
d3dDevice->CreateVertexDeclaration(decl, &vertDecl);
[/code]

Now this is how i draw it
[code]

d3dDevice->SetVertexDeclaration(vertDecl);
d3dDevice->SetStreamSource(0,vertBuff,0,sizeof(LineDecl));
d3dDevice->DrawPrimitive(D3DPT_LINELIST,0,1);
[/code]

It produces black spots like the image i have attached, the shader for the line simply returns the color i pass it
[code]
float color[4] = { 1,1,1,1 };
shader->SetFloatArray(gColor,color,4);
[/code]

Any help would be greatly appreciated Edited by Muzzy A
0

Share this post


Link to post
Share on other sites
In your code snippet, I see geometry generated for a single line segment from (0,0,0) to (2,0,0). How did that end up drawing a circle in the first place? Can you post that piece of code, since it's the relevant part for this question.

Did you use a rotation matrix to trace that single line in all possible angles to crate a sphere? Or is that sphere drawn in some other way? Where exactly in the image is that line (0,0,0)->(2,0,0) drawn?
0

Share this post


Link to post
Share on other sites
i made that sphere with d3dxcreatesphere lol. I apologize, the line is supposed to come from the center of the sphere which is at the origin and to the center of another sphere at (2,0,0). That's what all the spheres look like when i try to draw this line sorry for the misunderstanding lol
0

Share this post


Link to post
Share on other sites
So the line does not appear at all? Is depth buffering active, perhaps it gets hidden behind the sphere geometry? Try using PIX to debug what kind of output occurs during the line draw step, and to troubleshoot that the device state is what you expect.
0

Share this post


Link to post
Share on other sites
ok i'm downloading PIX atm, never used it before. but i'm sure it's not hard
0

Share this post


Link to post
Share on other sites
Somewhat relevant, I remember I converted the "volumetric lines" demo from OpenGL to Direct3D 9. The demo originally came with the NVidia SDK. [url="http://www.codesampler.com/usersrc/usersrc_9.htm#dx9u_cgfx_volumetric_lines"]Here[/url] is the Direct3D9 sample in case it's relevant to your interests.
Also, If you have an NVidia graphics card, you may be interested in checking out NVidia PerfHUD as an alternative to PIX. It's generally very pleasant to work with.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0