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cozzie

PresentationInterval choice... and test my demo

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Hi all,

Would you like to see if my d3d engine demo is working on your system?
http://www.sierracosworth.nl/gamedev/2012-30-12-demofullscreen.zip
http://www.sierracosworth.nl/gamedev/2012-30-12-demowindowed.zip

If so, please let me know if it's working and what specs your system has, nice to see / hope to see that making it HW indepedent works :)

Although it should be working, I'm struggling with the best choice on 'PresentationInterval':

D3DPRESENT_INTERVAL_ONE/DEFAULT
+ gives the best functional result.
- in some frames I get 'Assertion error, bPresentSubmitted' in d3d debug, most likely because of 'V-sync?)' (Present call in Renderframe)
(frequency get's higher when I use managed pools instead of systemmem, don't know yet why though)

D3DPRESENT_INTERVAL_IMMEDIATE
+ d3d debug error above is gone
- mouse speed is 'lagged', although solvable with changing 'speed' float, image is anyway 'floppy'/scrambled or how you'd call it :)

For now I'd like to ignore the assertion errors and use one/default. The errors by the way only occur in fullscreen, not windowed.
Been struggling with it for days, just to get rid of the debug errors (which don't harm functionally).

Like to hear you thoughts on this. Edited by cozzie
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Thanks for wanting to try it.

The normals I'm aware of, it's just a bit 3d model (made it myself, not so good at 3d max yet :))

 

What do you mean by move to slow, is this about perception (I know it's not 'running' mode :)), or can't you almost not move through the scene at all?

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OK clear enough :)

Just did a small change, do you want to try it again?

 

Also wonder what you think about the presentation interval choice.

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Thanks, been getting the same result on a few other systems, though not on Zaoshi Kaba's machine.

Will try to find out what's causing it, bad releasing in VStudio or maybe not enough hardware checking

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Thanks Helgon, good to see that it works.

Now just to find out why several people get 'unable to start correctly (0xc0000007b), probably some hardware capabilitie I'm requesting which not everyone has available.

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You are providing (two) 64-bit-DLLS with a 32-bit application.

The error is (from ntstatus.h from the WINDOWS SDK).
#define STATUS_INVALID_IMAGE_FORMAT      ((NTSTATUS)0xC000007BL)
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Thanks, that must be it.
I just did a new release and placed it here:
www.sierracosworth.nl/gamedev/2012-12-30-demowindowed.zip
www.sierracosworth.nl/gamedev/2012-12-30-demofullscreen.zip

Can you try it out?

I didn't include any d3dx DLL files now, if it asks for it on your system, can you tell me the exact name?
(then I'll include the 32bit version of it in the ZIP files). This shouldn't be the case because in my release build I know used d3dx9 instead of d3dx9d. Edited by cozzie
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Thanks! Good to hear that ít's working on other machines :)

Normals were because of wrong adjacency, use NULL now and check if source mesh has normals or not (if so keep them).

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Everything is working now :).

 

I'd recommend normalizing the input from the keyboard to make the player move the same speed in every direction.

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Hi, Thanks.

I do that partially, based on calculation/ timer (FPS), allthough it's not normalized comparing W/S/A/D movement and freelook with the mouse

(using a float value multiplied by the speedfactor of the timer, the float value depends on the scale of the meshes).

I'll look into it, thanks for the hint

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