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  1. check out your sky box or sky dome! You already render somethings on your screen . Try wire frame .
  2. Thanks for your answer . I don't want to use that technology for this project. don't forget that each robot may playing different position of track . I already know what is instancing of a mesh , my problem is create a seperate copy of my animation class .
  3. Any idea? I hope someone else already used this class and face this problem.
  4. Hi I'm using microsoft .x animation class:     Sub LoadAnim(ByVal fileName As String, ByVal .....) Dim alloc As New MyAllocateHierarchy RootFrame = Direct3D.Mesh.LoadHierarchyFromFile(fileName, Direct3D.MeshFlags.Managed, device, alloc, Nothing)  .....   There is a robot animation artists created and I want to have 10 of them in my game so I use:   Public robot1AnimCLS As MySkinanim= New SkinMeshCLS.MySkinanim .... robot1AnimCLS.LoadAnim(CharPaths & "\Robot.X") robot2AnimCLS.LoadAnim(CharPaths & "\Robot.X") robot3AnimCLS.LoadAnim(CharPaths & "\Robot.X") . . . robot10AnimCLS.LoadAnim(CharPaths & "\Robot.X")     This works fine , But this is so time consuming( 10 sec for each of them). you know robot2AnimCLS=robot1AnimCLS doesn't work beacuse they point to the same part of memory. I also try shallow copy using:   robot2AnimCLS = DirectCast(robot1AnimCLS.ShallowCopy, MySkinanim)   where in my anim class :   Public Function ShallowCopy() As MySkinanim Return DirectCast(Me.MemberwiseClone(), MySkinanim) End Function   This Works Fine for some of my class peroperties but the BIG problem is:   Dim RootFrame As Direct3D.AnimationRootFrame     which I can't have a seperate copy of it So it seems I need a deep copy of my class And I don't know how to do that without using: Direct3D.Mesh.LoadHierarchyFromFile (which is time consuming...) ------------- Any ideas how to create seperate copy of my robot animation? Or am I wrong using deep copy ?  
  5. Hi I have a function that already project a 3d point into my screen whitch I want to share with you ! [CODE] Public Function GetScreenCoordBy3DPoint(ByRef RetX As Single, ByRef RetY As Single, ByRef Px As Single, ByRef Py As Single, ByRef Pz As Single, ByRef RetdistZ As Single) As Object Dim MatView As Matrix Dim matProj As Matrix Dim RetVec As Vector3 Dim Vec1 As Vector3 Vec1.X = Px Vec1.Y = Py Vec1.Z = Pz Dim tViewPort As Direct3D.Viewport ' DxVBLibA.D3DVIEWPORT8 Dim IdentMat As Matrix IdentMat = Matrix.Identity MatView = D3DDevice9.GetTransform(Direct3D.TransformType.View) matProj = D3DDevice9.GetTransform(Direct3D.TransformType.Projection) 'd3ddevice9.GetTransform D3DTS_WORLD, IdentMat tViewPort = D3DDevice9.Viewport RetVec = Vector3.Project(Vec1, tViewPort, matProj, MatView, IdentMat) RetX = RetVec.X RetY = RetVec.Y RetdistZ = RetVec.Z End Function [/CODE] I want to render a 3d mesh and prevent its scaling when it go far from camera any suggestion how should I scale it ?? ---- sorry for bad EN
  6. [quote]Also look your Driver config. NVIDIA config has the option to override anisotropic filtering. Make sure it isn't turned off. On the other hand, if your driver config is set to "Best Performance" instead of "Quality" or "Best Quality" you'll end up with those results you're seeing.[/quote] Bingo! That's it. On that test pc nvidia cpanel there is an option "anisotropic-mip optimization" which is (By default) turned off. Thanks a lot.
  7. [quote name='Matias Goldberg' timestamp='1303059471' post='4799510'] Your PC supports Anisotropic filtering, while the test one doesn't Another option, you're letting mipmaps to be automatically generated, and it's broken on the test PC's drivers. Update the drivers or use DDS to generate mipmaps manually and easily. It's going to help a lot if you publish the specs from both machines (including driver versions). [/quote] Nice Suggestions My own pc have GeForce 8500 and video card of test pc is GeForce6200 In both pc D3DPTFILTERCAPS are the same and shown in the shot using dx caps viewer Is It Possible That DxCapsViewer show a wrong capacity? ( in Anisotropic filtering)
  8. [quote name='Adam_42' timestamp='1303058600' post='4799506'] The one on the left looks to me like it's picking the wrong texture mipmap level, or possibly a smaller texture. Do you do anything with D3DSAMP_MIPMAPLODBIAS when rendering it? [/quote] I check it out and now pretty sure I didn't do anythings with MIPMAPLODBIAS And of course The testures are the same in both PC Anyway thanks for your suggestions
  9. Hi everyone take a look at my attachs the first one is a shot form our game in a test pc the second file is in my own pc what works fine any idea what is wrong?
  10. here is The Answer : I have to Normalize normals ! I hope this can help somebody else
  11. This Really make me mad any idea?
  12. hi take a look at my reflection code: Dim Mat As D3DMATRIX, mat2 As D3DMATRIX D3DDevice.GetTransform D3DTS_VIEW, Mat D3DDevice.GetTransform D3DTS_WORLD, mat2 D3DXMatrixInverse Mat, 0, Mat Mat.m41 = 0# Mat.m42 = 0# Mat.m43 = 0# Mat.m44 = 0# D3DDevice.SetTextureStageState 1, D3DTSS_COLOROP, D3DTOP_ADD D3DDevice.SetTextureStageState 1, D3DTSS_COLORARG1, D3DTA_TEXTURE D3DDevice.SetTextureStageState 1, D3DTSS_COLORARG2, D3DTA_CURRENT D3DDevice.SetTextureStageState 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 D3DDevice.SetTransform D3DTS_TEXTURE1, Mat D3DDevice.SetTexture 1, MeshCubeTex(FoundMeshCubeTexID) D3DDevice.SetTextureStageState 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE If TheMesh.AdvanceTex(PassNo).TexEffect = 4 Then D3DDevice.SetTextureStageState 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR Or 1 this Reflection works just fine when i do no scale or rotate on my mesh (D3DTS_WORLD is Identity) but when i transform my mesh it show a bad Reflection I also try . . . . D3DDevice.GetTransform D3DTS_WORLD, mat2 D3DXMatrixMultiply Mat, Mat, mat2 D3DXMatrixInverse Mat, 0, Mat Mat.m41 = 0# . . . . . it's not working too what i have to do!?
  13. Who is MR occlusion query !? :-) i'm using directx8 and such this things are not invented yet! i can get pixels of HMapTex like this : Dim HMapTex As Direct3DTexture8 Dim lrData As D3DLOCKED_RECT HMapTex.LockRect 0, lrData, ByVal 0, 0 DXCopyMemory pxArr2(0), ByVal lrData2.pBits, 262144 HMapTex.UnlockRect 0 I found the answer by myself i have to get backBuffer instead of front buffer and don't forget to set present flag to D3DPRESENTFLAG_LOCKABLE_BACKBUFFER anyway Thanks my friends
  14. it take about 3 or 4 sec in my pc too get front buffer and it takes so long too process about 700 frames
  15. tom I want to know how many (for example White) pixels exist in my screen So Simple ! Do You Think It could be done using dx8 shaders? What about capture my window using GDI?