d3dx9math problem, how can its possible ?

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4 comments, last by lyzerk 11 years, 7 months ago
[source lang="cpp"] D3DXMATRIXA16 matWorld;
D3DXMatrixTranslation( &matWorld, -89.0f, 0.0f, -132.0f );[/source]
Im calling that code with 2 project one result is : http://prntscr.com/f7nie
and another project result is : http://prntscr.com/f7nkt

how can its possible , first result wrong i think. anybody can explain it for me ?

-Thanks
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Perhaps the other project is debug release / has debug information included and another one has not?

Please check your project compilation parameters.

Cheers!
hello. wheres your break point is it before the call to D3DXMatrixTranslation or after, but I think it only works on a D3DXMATRIX not D3DXMATRIXA16
Yes, it looks strange smile.png
Have you installed Service Pack for your Visual Studio?
Please, consider using XNAMath/DirectXMath v 2.4, 2.5 or 3.0.
These samples should work with D3DXMATRIXA16. Both parameters are pointers to D3DXMATRIX.

Another thing, maybe something writes to your matrix because of a bad pointer, matrix is destroyed or something similar.
If you don't initialise a variable in C++ it will show you values that are currently available in that particular memory locations in release mode. Also for us to be helpful please mention to use where the breakpoint is in the screenshots you show.

The only real difference between D3DXMATRIXA16 inherits from D3DXMATRIX, and adds no variables but adds allocation alignment.

Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, theHunter, theHunter: Primal, Mad Max, Watch Dogs: Legion

Hello,

Thanks for answers. I solve it, its about release/debug. when with release result is http://prntscr.com/f7nkt and with debug http://prntscr.com/f7nie

Sorry for delay

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