• 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
jarrett.baugh

Weird rendering issue (rows of pixels are drawn weird)

2 posts in this topic

SOLVED thanks to Endurion.

 

My backbuffer and actual window size were different, so I used AdjustWindowRect to figure out what my actual window size should be.

 

Hi Guys, this is a very weird problem for me to try and explain (there is a picture below). I am rendering a scene using a Sprite (LPD3DXSPRITE) and things at particular rows on my screen are causing weird issues (there's like 3-4 of these rows, all displaying similar behavior).  This is ONLY happening in windowed mode (1024 x 768).

 

In the screenshot below, each tile is 64x64, and they are rendered adjacent to each other. If you look at the "2" in the picture, you can see the 2 pixels high row that is a blurred mess. The two side by side comparisons ("1" and "3") are trying to illustrate that it is always in the same place relative to the screen. It is NOT related to the texture being rendered, but purely off the position in the screen.

 

I am not entirely sure which code to add here, so I will just add some things that might seem important (below the image)

 

I am mostly just looking for help in determining where to even debug.

 

EDIT: I think I might have tracked down the problem area. I was looking how I create the window (CreateWindowEx). And apparently I am padding the width/height by 6 and 32 respectively.. I dont know why I was, but changing these will change the characteristics of the bug. Looking more into it.

Potentially SOLVED. 

 

 

iflXwBV.png

 

.

// Render call

// sprite is a LPD3DXSPRITE
// texture is a LPDIRECT3DTEXTURE9
// frame is a RECT (and is correctly being set to the proper dimensions)
// position is a D3DXVECTOR3 (with values set to what I'd expect)
sprite->Draw(texture, frame, NULL, &position, 0xffffffff);

.

// D3D Present Parameters

if(window.isWindowed()) {
		d3dpp.Windowed					= TRUE;
	}
	else {
		d3dpp.Windowed					= FALSE;
	}
	d3dpp.BackBufferWidth				= window.getScreenWidth();
	d3dpp.BackBufferHeight				= window.getScreenHeight();
	d3dpp.BackBufferFormat				= D3DFMT_X8R8G8B8;
	d3dpp.BackBufferCount				= 1;
	d3dpp.MultiSampleType				= D3DMULTISAMPLE_NONE;
    d3dpp.MultiSampleQuality			= 0;
	d3dpp.SwapEffect					= D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow					= window.getHandle();
	d3dpp.AutoDepthStencilFormat		= D3DFMT_D16;
	d3dpp.EnableAutoDepthStencil		= TRUE;
	d3dpp.PresentationInterval			= D3DPRESENT_INTERVAL_DEFAULT;
	d3dpp.Flags							= 0;
	d3dpp.FullScreen_RefreshRateInHz	= D3DPRESENT_RATE_DEFAULT;

.

// Creating devices
// I do check if the device/sprite creation is successful, but I am omitting the error handling for brevity

d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      window.getHandle(),
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);


d3ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
	d3ddev->SetRenderState(D3DRS_ALPHAREF, (DWORD)0x00000001);
	d3ddev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); 
	d3ddev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);


D3DXCreateSprite(d3ddev, &sprite);

Thanks in advanced!

Edited by jarrett.baugh
0

Share this post


Link to post
Share on other sites

This is pretty sure a problem with your backbuffer size not matching the windows' client area size.

 

Do you use AdjustClientRect(Ex) to calculate the required windows size to offset for the border and caption?

1

Share this post


Link to post
Share on other sites

Thanks for the idea. I think you're right, however I couldn't find anything on AdjustClientRect (or with the Ex), but I am using GetClientRect for detecting mouse controls, and it'd make sense I'd want to do something similar for this.

 

Did you mean AdjustWindowRect? Because AdjustWindowRect looks like that can be VERY useful, thanks a bunch!

0

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