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      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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Muzzy A

D3D9 Texture isn't the right size

3 posts in this topic

Hey, I have a chess board texture. It's dimensions are "512 x 512"

 

when I load in the texture it tells me the dimensions are "512 x 512"

 

but when displayed on the screen, it shows it as about "471 x 496"

 

 

I'm using the D3D9 sprite manager

ID3DXSprite *pSpriteMan;
 
// I'm not scaling the image AT ALL

To expand on this, I have all my chess pieces positioned exactly "64 x 64" away from each other, and each chess piece texture is "64 x 64"

 

they fit perfectly on the board....

 

 

 

 

What's going on here?

 

 

I bring this up because, I'm trying to click on a chess piece, but I don't get the exact piece that i'm trying to click because of this small little offset

 

 

 

 

 

 

 

 

 

 

 

 

 

 

EDIT:

    I was thinking and I remember this same situation happening to me once before in a 3D engine I was working on, I thought I was just doing something wrong with my math somewhere but now I realize it wasn't me. Because the mouse clicks were offset in the 3D game as well, and the farther away from the top left of the screen the worse it was.

Edited by Muzzy A
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I haven't touched the back buffer in this, no need to =S. I just init direct X with no special flags, I did everything as basic as possible.

// This is the only time I ever touch the  back buffer.
d3dpp.BackBufferWidth = WindowWidth;
d3dpp.BackBufferHeight = WindowHeight;

EDIT:

 Wait that actuall makes sense now, i set the back buffer size to the same as the window. But the RECT inside the window where the backbuffer gets displayed is scaled down a bit do to the menu and borders... Am I correct?

 

 

DOUBLE EDIT:

    I applied the offset to the backbuffer width and height and now it's perfect. Thanks Zaoshi you were right.

Edited by Muzzy A
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