• 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
phil67rpg

drawing triangle using dx9

6 posts in this topic

I am studying the directx9tutorial.com web site.one of their exercises is to change the shape of a triangle during runtime. Here is some of the code given from this tutorial. [code]// this is the function used to render a single frame void render_frame(void) { d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); // select which vertex format we are using d3ddev->SetFVF(CUSTOMFVF); // select the vertex buffer to display d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); // copy the vertex buffer to the back buffer d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); 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 } // this is the function that puts the 3D models into video RAM void init_graphics(void) { // create the vertices using the CUSTOMVERTEX struct CUSTOMVERTEX vertices[] = { { 400.0f, 62.5f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), }, { 650.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), }, { 150.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), }, }; // create a vertex buffer interface called v_buffer d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX), 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();[/code]
2

Share this post


Link to post
Share on other sites

Just few tips, a triangle has 3 vertices a square has 4 at least (you may need more).

Find where you declare vertices,

 

You will need a switch to check if you are in square mode or triangle mode, and to a way to change that switch at runtime. (By switch I mean a Bool variable, True, False)

0

Share this post


Link to post
Share on other sites
Just few tips, a triangle has 3 vertices a square has 4 at least (you may need more).

Find where you declare vertices,

 

You will need a switch to check if you are in square mode or triangle mode, and to a way to change that switch at runtime. (By switch I mean a Bool variable, True, False)

There is no square mode.

 

A square is simply a list of two triangles instead of 1. The simplest way would be to add the 3 vertices of the second triangle to your vertex array , change the "3*" in the CreateVertexBuffer call to "6*" and change the "1" in the DrawPrimitive call to "2".

Get that working first, don't bother with the other primitive types yet.

1

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