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Asesh

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  1. Just extract the vector from column 3 of the view matrix
  2. Maya is much more flexible than 3ds max which only runs on Windows. Maya runs on Mac, Windows and Linux too. But I would rather use Blender which is free and open source and don't have spend thousands of $ on those packages. BTW, our company uses Maya for modeling game characters
  3. Why cant DirectX be made for Linux? That's because of Microsoft. Anyways, there are so many games out there that are still written in OpenGL. Even the final version of Steam will soon head to Linux
  4. Seems like it's because you have not specified usage parameter when calling CreateVertexBuffer? You should also check the return value of Lock. Just went through my old code and this is what I had done: [CODE] CHECK_COM(m_pD3DDevice->CreateVertexBuffer(4 * sizeof(SVertexData), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &m_pD3DPlaneVertexBuffer, NULL)); CHECK_COM(m_pD3DPlaneVertexBuffer->Lock(0, 0, reinterpret_cast<void **>(&pPlaneVertexBuffer), 0)); pPlaneVertexBuffer[0] = SVertexData(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f); pPlaneVertexBuffer[1] = SVertexData(-1.0f, 1.0f, 1.0f, 0.0f, 0.0); pPlaneVertexBuffer[2] = SVertexData(1.0f, 1.0f, 1.0f, 1.0f, 0.0f); pPlaneVertexBuffer[3] = SVertexData(1.0f, -1.0f, 1.0f, 1.0f, 1.0f); CHECK_COM(m_pD3DPlaneVertexBuffer->Unlock()); [/CODE] and @line 41: memcpy(&pVoid, Vertices, 6 * sizeof(AxisRenderFV)); you could do this instead: memcpy(&pVoid, Vertices, sizeof(Vertices));
  5. Use render-to-texture technique to do the first one and no you don't have to use your own bitmap font if you are using ID3DXFont to render fonts
  6. GeForce 8x doesn't support shader model 5 but however you can D3D11 by specifying D3D_FEATURE_LEVEL_10_0 when calling D3D11CreateDeviceAndSwapChain and user shader model 4
  7. How many techniques are there in that effect file? Seems like there's only one and if that's true then you should pass 0 as an argument to GetTechnique to retrieve the first technique
  8. Here's how to do it: [url="http://www.rastertek.com/dx11tut20.html"]http://www.rastertek.com/dx11tut20.html[/url]
  9. That's because you have to link to their corresponding libraries. Try this: #pragma comment(lib, "x3daudio") #pragma comment(lib, "xaudio2")
  10. I prefer FBX. Though FBX SDK is a pain to deal with. You can even password protect your FBX files
  11. insert this code: #pragma comment(lib, "user32.lib")
  12. I would recommend: Introduction to 3D game programming DirectX 11: [url="http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/ref=sr_1_1?s=books&ie=UTF8&qid=1329576363&sr=1-1"]http://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228/ref=sr_1_1?s=books&ie=UTF8&qid=1329576363&sr=1-1[/url] That's the best book out there
  13. agree with @fanwars, PhysX 3.x documentation is very comprehensive and should be more than enough.
  14. Def, FBX is much more powerful and you don't have to write your own plugin to do so. Both 3ds max and Maya can export to FBX format