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Danny Gilbert

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  1. Hi ! I used before DX9 and DX10. Now I use DX11 and the font interface is not supported anymore. DX11 has a new way to write text. I use DXUT 11 and there is a function named: DrawText11DXUT() in the file DXUT_GUI.CPP. I don't really understand ... I think it tries to put "a rectangle" on a "glyph" or something else (texture) in order to get the "character" it wants to show ... I don't understand from where it takes the "glyph" ... How can I add other characters like french alphabet ? (éèëêîàÀÉ etc.)
  2. Hi ! I am looking for a full "ID3DX10Sprite" example that show SPRITE on screen with DirectX 10. I have tried many example and they don't show anything on my PC. I have an example of showing 2D on screen with quad and shaders (using stencil setting on and off Z-Buffer) and this one work but it is not the way I want to show sprite. I really need to use ID3DX10Sprite. Other question: --------------------- I also tried the example from the book: Beginning programming DirectX10 from Wendy Jones. I have the PDF of the book but not the CDROM. I only see black screen and the execution of my codes does not have error. Do someone has a copy of this CDROM or the zip of the Sprite example chapter.
  3. Hi ! I am using DirectX for my game. I also use for the last 3 months the FBX technology (from Autodesk). I use the FBX file in order to put the majority of my scene (building, fixtures, furnitures, and so on) ... around 90% of the scene. We build the scene with LightWave 10. We also use some Wavefront OBJ file and some X file. FBX is very difficult to use and the SDK is still a Work in Progress and not many people seem to use it ... like other format. OBJ seems to be more standard. X file is not "supported" or "use" anymore with DirectX 10 and over .... What you GUYS are-you USING in order to BUILD your scene ? (I am nearly ready to drop FBX and use something else ... FBX gives me difficulties ! )
  4. Hi folks ! I want to know what is the best way with DirectX to build at runtime (on the fly) a new bigger image (ribbon) with each image we load. Let's say I have 4 images 256x256 pixels, I want a 1024x256 pixels new image ... and if I add another one (256x256), I want to add it at the end in order to have now a new 1282x256 pixels image... and so on. I don't talk about Merge or Blending, I talk about building a RIBBON with new image. Thanks.
  5. (DirectX 9, C++) Hi ! I give the opportunity to the player to change the client size of the game (fixed predefined size, not the windows OS resize). Let's say, he has a screen of about 1440x900 pixel, he can play in a smaller "client" window of 800x600, 1024x768, etc. He choose the option in a menu. It WORKS but the PROBLEM is that the old "bigger image" is not clear... or WINDOWS OS doesn't refresh the screen. If I RESIZE my game from 1024x768 to 800x600, I can play inside the 800x600 client window but I still see the "contour" of the old 1024x768 client. Is there a way to say to WINDOWS to REFRESH all the screen ? My code is like the following: 1- Change property of the client and the window 2- Destroy old scene, free memory 3- Resize 4- Create new scene 5- SetWindowPos bool CGameEngine::ChangeWindowsSize( int NewWidth, int NewHeight ) { // Windows SetWindowLong( m_hWnd, GWL_style, m_dwWindowstyle ); // Resize window and put it on left-top corner. Player will then move // the window where he wants. m_WindowsWidth = NewWidth; m_WindowsHeigth = NewHeight; m_rcClient.left = 0; m_rcClient.top = 0; m_rcClient.right = m_rcClient.left + NewWidth; m_rcClient.bottom = m_rcClient.top + NewHeight; m_rcWindow.left = 0; m_rcWindow.top = 0; m_rcWindow.right = m_rcWindow.left + NewWidth; m_rcWindow.bottom = m_rcWindow.top + NewHeight; m_MiddleX = m_WindowsWidth / 2; m_MiddleY = m_WindowsHeigth / 2; // Destroy object in the old scene. switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu->DestroyFinal(); SAFE_DELETE( m_pSceneMainMenu ); break; // ... other scene } // Resize the screen like the user wants. if( FAILED( m_pGraph3DEngine->Resize( m_WindowsWidth, m_WindowsHeigth )) ) { return false; } else { switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu = new CSceneMainMenu( this ); m_pSceneMainMenu->SetRatioWindow( ( float)m_WindowsWidth/(float)m_WindowsHeigth ); m_pSceneMainMenu->Create(); break; // ... other scene... } if( FAILED( SetWindowPos( m_hWnd, HWND_NOTOPMOST, 0, 0, NewWidth, NewHeight, SWP_SHOWWINDOW ) ) ) { ErrorExit("SetWindowPos"); } return true; } return false; }
  6. Unity

    (DirectX 9, C++) Hi ! I give the opportunity to the player to change the client size of the game (fixed predefined size, not the windows OS resize). Let's say, he has a screen of about 1440x900 pixel, he can play in a smaller "client" window of 800x600, 1024x768, etc. He choose the option in a menu. It WORKS but the PROBLEM is that the old "bigger image" is not clear... or WINDOWS OS doesn't refresh the screen. If I RESIZE my game from 1024x768 to 800x600, I can play inside the 800x600 client window but I still see the "contour" of the old 1024x768 client. Is there a way to say to WINDOWS to REFRESH all the screen ? My code is like the following: 1- Change property of the client and the window 2- Destroy old scene, free memory 3- Resize 4- Create new scene 5- SetWindowPos bool CGameEngine::ChangeWindowsSize( int NewWidth, int NewHeight ) { // Windows SetWindowLong( m_hWnd, GWL_style, m_dwWindowstyle ); // Resize window and put it on left-top corner. Player will then move // the window where he wants. m_WindowsWidth = NewWidth; m_WindowsHeigth = NewHeight; m_rcClient.left = 0; m_rcClient.top = 0; m_rcClient.right = m_rcClient.left + NewWidth; m_rcClient.bottom = m_rcClient.top + NewHeight; m_rcWindow.left = 0; m_rcWindow.top = 0; m_rcWindow.right = m_rcWindow.left + NewWidth; m_rcWindow.bottom = m_rcWindow.top + NewHeight; m_MiddleX = m_WindowsWidth / 2; m_MiddleY = m_WindowsHeigth / 2; // Destroy object in the old scene. switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu->DestroyFinal(); SAFE_DELETE( m_pSceneMainMenu ); break; // ... other scene } // Resize the screen like the user wants. if( FAILED( m_pGraph3DEngine->Resize( m_WindowsWidth, m_WindowsHeigth )) ) { return false; } else { switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu = new CSceneMainMenu( this ); m_pSceneMainMenu->SetRatioWindow( ( float)m_WindowsWidth/(float)m_WindowsHeigth ); m_pSceneMainMenu->Create(); break; // ... other scene... } if( FAILED( SetWindowPos( m_hWnd, HWND_NOTOPMOST, 0, 0, NewWidth, NewHeight, SWP_SHOWWINDOW ) ) ) { ErrorExit("SetWindowPos"); } return true; } return false; }
  7. (DirectX 9, C++) Hi ! I give the opportunity to the player to change the client size of the game (fixed predefined size, not the windows OS resize). Let's say, he has a screen of about 1440x900 pixel, he can play in a smaller "client" window of 800x600, 1024x768, etc. He choose the option in a menu. It WORKS but the PROBLEM is that the old "bigger image" is not clear... or WINDOWS OS doesn't refresh the screen. If I RESIZE my game from 1024x768 to 800x600, I can play inside the 800x600 client window but I still see the "contour" of the old 1024x768 client. Is there a way to say to WINDOWS to REFRESH all the screen ? My code is like the following: 1- Change property of the client and the window 2- Destroy old scene, free memory 3- Resize 4- Create new scene 5- SetWindowPos bool CGameEngine::ChangeWindowsSize( int NewWidth, int NewHeight ) { // Windows SetWindowLong( m_hWnd, GWL_style, m_dwWindowstyle ); // Resize window and put it on left-top corner. Player will then move // the window where he wants. m_WindowsWidth = NewWidth; m_WindowsHeigth = NewHeight; m_rcClient.left = 0; m_rcClient.top = 0; m_rcClient.right = m_rcClient.left + NewWidth; m_rcClient.bottom = m_rcClient.top + NewHeight; m_rcWindow.left = 0; m_rcWindow.top = 0; m_rcWindow.right = m_rcWindow.left + NewWidth; m_rcWindow.bottom = m_rcWindow.top + NewHeight; m_MiddleX = m_WindowsWidth / 2; m_MiddleY = m_WindowsHeigth / 2; // Destroy object in the old scene. switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu->DestroyFinal(); SAFE_DELETE( m_pSceneMainMenu ); break; // ... other scene } // Resize the screen like the user wants. if( FAILED( m_pGraph3DEngine->Resize( m_WindowsWidth, m_WindowsHeigth )) ) { return false; } else { switch ( m_ActualScene ) { case MAIN_MENU: m_pSceneMainMenu = new CSceneMainMenu( this ); m_pSceneMainMenu->SetRatioWindow( ( float)m_WindowsWidth/(float)m_WindowsHeigth ); m_pSceneMainMenu->Create(); break; // ... other scene... } if( FAILED( SetWindowPos( m_hWnd, HWND_NOTOPMOST, 0, 0, NewWidth, NewHeight, SWP_SHOWWINDOW ) ) ) { ErrorExit("SetWindowPos"); } return true; } return false; }
  8. Hi ! I want to animate a cartoon character (Animated sprite with RECT to select the good image in the comic strip, my texture) AND PUT it on a billboard in a 3D world. I know that it is an IMPOSTER or an animated billboard (quad) but all samples I found put a single texture on the billboard. Other samples use shader or FX to animate the texture. I want to show only one part of the texture because the texture is the total comic strip, I need to move the RECT. This is animated sprite. Do someone has a simple exemple ? (C++ directx)
  9. Thank you very much.... this is the problem. This is the details I miss.
  10. Hi ! I use DirectX 9.0 (doing all my stuff with the Pipeline, no PS or VS). I have a mesh that represent a wall-floor-top (corridor) with some textures. I try to use a light (like flashlight) to see the scene but even if the light is ON and my mesh has normal, I don't see any light on wall. I found many exemples with light and material but nothing with a texture. I can do it by myself with material (with diffuse color) but it does not work when I add texture. Can someone send me a link or a very simple example with only a small mesh, with texture and some lights. Thanks.
  11. Hi ! Thank you for the hint. I got other problem like... DAMAGE: after normal block (#103) It seems to be difficult to debug this kind of error but my code seems ridiculously easy. The following works... ----------------------- ID3DXMesh* m_pMeshPointers[1600]; use of m_pMeshPointers .. OK and delete for each i like this... for( i = 0; i < m_PuzzleLevel.nbPuzzlePiece; i++) { SAFE_RELEASE( m_pMeshPointers[i] ); } where... #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } The following does not work... must be the same except that is is dynamic (I use new keyword and delete ). ID3DXMesh** m_pMeshPointers; // Declaration m_pMeshPointers = new ID3DXMesh*[ m_PuzzleLevel.nbPuzzlePiece ]; // Construction use of m_pMeshPointers .. OK SAFE_RELEASE( m_pMeshPointers[i] ); // Deletion where m_PuzzleLevel.nbPuzzlePiece is a value readed elsewhere at run time and value is smaller than 1600. Thanks !
  12. Hi folks ! I want to create dynamically ID3DXMesh object when needed. My first idea was to do it like this... ID3DXMesh* m_pPuzzleMesh; m_pPuzzleMesh = new ID3DXMesh[ m_PuzzleLevel.nbPuzzlePiece ]; ( 3D puzzle game, I have puzzle level and many puzzle pieces ) ( m_PuzzleLevel.nbPuzzlePiece is the number of pieces in my level) I got the following error... error C2259: 'ID3DXMesh' : cannot instantiate abstract class I don't know at the moment of the declaration of m_pPuzzleMesh how many puzzle pieces I will have. The maximum is 1600. So at first time, I did it like the following... and it works. ID3DXMesh* m_pPuzzleMesh[1600]; and after that when I know the number of puzzle pieces, I instantiate each m_pPuzzleMesh with D3DXCreateMeshFVF(...) ... It works fine but now I want to create only the number of ID3DXMesh instance I NEED. I want to use also std:vector<ID3DXMesh*> if possible. I check around on the web 1 hour but I always have error. Can someone help me ! Thanks.
  13. Hi ! Something I don't understand. I have a scene with a sky box and a mapheight for mountains and river. When I want to shutdown the light (ambient light), only the sky box disapears in the dark and I can still the mountain and the river. My screen is not black as I expected. I want to add some flash light (directionnal light) but I need to remove first the ambient light. I don't use ambient light in my code. I don't work with light at all. Everything was shown and it was OK. But now, I want to use light effects. I use the command SetRenderState( D3DRS_LIGHTING, FALSE) to shutdown light Only the sky box disapears. Is there something about mapheight that I forgot ? What I understand is that I build mesh with normals (direction of the reflecting light) and I use textures. I expect that SetRenderState( D3DRS_LIGHTING, FALSE) remove all lights.
  14. Hi ! I saw on the web that many artists design models (human, car, object, etc.) and they sale their work on a Web site like PoserWorld.com and efrontier. Some are free but the quality is better when you buy it. I design a game based on DirectX and I want to use some models to save time (and because I am not an artist). I saw documentation about X file model and software that CONVERT different file type ( .mod .x , etc.). Does anybody already use models from Poser ? I try some free converter on the web ( to get a X file ) but it does not work well. What are the QUICK STEPS to insert a Poser object ( .mod file I think) in a DirectX based game ?