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what is wrong with it ?

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cyberkid    122
i am trying to draw a simple texture polygon farthest away. but it does not work properly. the code is below; ////////// v[0].sx := 0.0; v[0].sy := 480.0; v[0].color := $ffff0000; v[1].sx := 0.0; v[1].sy := 0.0; v[1].color := $ffff0000; // the blue corner v[2].sx := 640.0; v[2].sy := 480.0; v[2].color := $ffff0000; v[3].sx := 640.0; v[3].sy := 0.0; v[3].color :=$ffff0000; v[0].sz := 0.99999; v[1].sz := 0.99999; v[2].sz := 0.99999; v[3].sz := 0.99999; v[0].tu:=0; v[0].tv:=1; v[1].tu:=0; v[1].tv:=0; v[2].tu:=1; v[2].tv:=1; v[3].tu:=1; v[3].tv:=0; pd3ddev.BeginScene; pd3ddev.SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,0); pd3ddev.setrenderstate(d3drenderstate_zenable,1); pd3ddev.SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE); pd3ddev.SetTextureStageState(0,D3DTSS_COLOROP,DWORD(D3DTOP_selectarg1)); pd3ddev.SetTexture(0,psurf); pd3ddev.DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_TLVERTEX,v,4,0); pd3ddev.EndScene; ///////////////// what is wrong ?

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Guest Anonymous Poster   
Guest Anonymous Poster
What language is that...Thought it was C++ but, pd3ddev. would have to be pd3ddev-> right?

anyway, some things I see that might be wrong...

somethings are in the wrong case or using the wrong label
d3drenderstate_zenable -> D3DRS_ZENABLE ?
setrenderstate -> SetRenderState

You didn''t set the vertex shader (Using DirectX 8?)
didn''t set your Vertex Streams..
don''t know about those Z values...
didn''t set your world matrix (depending on your FVF)

is this a joke...if not, time to go back to the SDK tutorials

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JohnBSmall    881
It's almost certainly Delphi code. Which means that it isn't case sensitive.

EDIT :: Just realised - as the AP said, your "d3drenderstate_zenable" should be "d3drs_zenable"
and your "d3drenderstate_alphablendenable" should be "d3drs_aplhablendenable".
Check the docs for more of the render state constants.

Another thing that I noticed was that you've put a comment "the blue corner", but all of the colour values are red.

And I'm assuming that you're setting the Vertex Shader, and Stream Source in some other function.

John B

[edited by - JohnBSmall on May 3, 2002 6:34:48 PM]

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