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      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.
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addy914

DirectX 9 DrawUserPrimitives Issue[VB.NET]

2 posts in this topic

Hello, I am having a issue with Direct3D9 in VB.NET using SlimDX. I do know that SlimDX is just a wrapper of the C++ code into a library basically. I have looked at SlimDX's source, googled for hours, etc. I figured finally I would ask and see what the possibilities could be. I am also aware there is other methods than using DrawUserPrimitives like VertexBuffers, but I will be making a game, so it would be best to just supply the vertices of the primitive and texture. Right now, I am just trying to get an actual triangle to draw. The funny thing is, whenever I switch the primitive type to LineList PointList, then it works, but not when I use TriangleXXX. The return result is that the function completed successfully. I am quite puzzled and would be glad if someone could kindly help me. I will post the majority of my code to help you decipher my problem.

Initialization of Direct3D9 (This is most likely irrelevant to my problem, but just in case)
[CODE]
direct3D = New Direct3D()
Dim deviceSettings As New PresentParameters
deviceSettings.BackBufferCount = 1
deviceSettings.DeviceWindowHandle = Me.Handle
deviceSettings.Windowed = True
deviceSettings.SwapEffect = SwapEffect.Discard
deviceSettings.PresentationInterval = PresentInterval.Immediate
device = New Device(direct3D, 0, DeviceType.Hardware, Me.Handle, CreateFlags.HardwareVertexProcessing, deviceSettings)
[/CODE]

Form1_Paint:
[CODE]
device.Clear(ClearFlags.Target, Color.Yellow, 1, 0)
device.BeginScene()

Dim vertices(3) As CustomVertex
vertices(0).position = New Vector3(-0.5!, -0.5!, 0.0!)
vertices(1).position = New Vector3(200.0!, 100.0!, 0.0!)
vertices(2).position = New Vector3(150.0!, 100.0!, 0.0!)

device.VertexFormat = VertexFormat.Position
Dim ret As SlimDX.Result = device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, vertices)
device.EndScene()
device.Present()
[/CODE]

For the record, CustomVertex is just a Vector3 for the position. I have also tried altering the CustomVertex to have a Integer for color and had that but that did not seem to affect it. Edited by addy914
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If culling is enabled, the order of the vertices will be important. Assuming the default counter-clockwise culling state is used, the visible triangles must be drawn in clockwise order. Edited by DJTN
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That was the issue at hand. Thank you for that, I would have never guessed.
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