tmack8968

Member
  • Content count

    13
  • Joined

  • Last visited

Community Reputation

140 Neutral

About tmack8968

  • Rank
    Member
  1. Hello,   I am using C#, first off. I have everything setup (very basic) for the Mouse inside of SlimDX (DirectInput).   I'm working a level editor for my basic 2D engine (this is just for fun, fyi), however, I ran into a problem (I might be approaching this incorrectly). I have a panel that I am rendering to. I need to get the mouse X/Y inside of the panel (or just the renderarea). What is the best way to approach this?   Are there any examples of using DirectInput in C#, that would help me out? I feel like I am totally doing this backwards    Thanks! 
  2. Perhaps I should just use irrklang?
  3. quick level editor question

    This is how I did mine. It's in SlimDX, but I used a picturebox to auto-size the tileset. Then I used GDI for the selector that gave me the position, when you mouse-over on the panel (slimDX) I use DX to draw the tile at the cursor position. When you click, it determines the X/Y position and the size of the object and puts it down. Good luck. [attachment=7211:Untitled.png]
  4. Hello, I'm using SlimDX with C# - and I am having trouble with audio. Right now I am using Irrklang for my audio, but I want to switch it over to lessen the need for more dependencies. My issue is the SlimDX doesn't include many "examples", in fact, it's just one basic example that shows you how to load a WAV. I'd like to the ability to load OGG, WMA, or MIDI. Preferably, I want to load OGG. What do I need to do? From setting up - to playing the sound. I can't find any good resource sonline. Also - should "sounds" (effects: rain, walking, etc) be preloaded into memory and music be streamed from the harddisk? And finally - if there is a C# Alternative that I can implement right into my code, that would be great. Something similar to Irrklang, but written in pure C# and doesn't depend on anything else, please let me know! Thanks!
  5. Question about Direct2D.

    Someone has to be able to assist me..
  6. I'm using SlimDX to render 2D in C#. I am having issues getting Direct2D setup. I can't find any examples. The SlimDX examples aren't clear (just one I could find, [url="http://code.google.com/p/slimdx/source/browse/trunk/samples/Direct2D/SimpleTriangle2D/SimpleTriangle2D.cs"]http://code.google.com/p/slimdx/source/browse/trunk/samples/Direct2D/SimpleTriangle2D/SimpleTriangle2D.cs[/url]) What is the proper way to render 2D with Direct2D? For now I am going to use sprites in DX9, but I would like to run a D2D system to see if it is faster. *Any* examples are great. I've tried copying C++ examples with no luck. Thanks!
  7. I noticed improper formatting on some websites, ex: http://www.gamedev.net/page/resources/_/technical/directx-and-xna/2d-in-direct3d-using-textured-quads-r1972 Makes the website unreadable
  8. [SlimDX] Text Rendering Issue

    I see.. [quote name='Adam_42' timestamp='1326504853' post='4902529'] What I'm looking at in the background texture is that where there's a horizontal row of pixels missing from the text, there's also one missing from the repeating background texture, which you can see if you look closely. What that suggests to me is that your back buffer is not the same size as your window client area. You can easily verify if I'm correct by running it in full screen mode instead of windowed. [/quote] Got it. For anyone else: PresentParams.BackBufferHeight = [b]form.ClientRectangle.Height;[/b] PresentParams.BackBufferWidth = [b]form.ClientRectangle.Width;[/b] Don't use: PresentParams.BackBufferHeight = [b]form.Height;[/b] PresentParams.BackBufferWidth = [b]form.Width;[/b] Silly mistake.. thanks ! [img]http://public.gamedev.net//public/style_emoticons/default/mellow.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  9. [SlimDX] Text Rendering Issue

    [quote name='Adam_42' timestamp='1326463671' post='4902341'] Are you running in windowed mode? If so did you use AdjustWindowRectEx() or the C# equivalent so that the back buffer is the same size as the client area? Note that the artefacts aren't just affecting the text, they can be seen on the background pattern too, so the problem is not specific to the text. [/quote] I'm not, I'll research this topic and see if I cansolve it. The background texture is like that - is not artifacts. What is the fastest way for 2d graphics other than sprites?
  10. [SlimDX] Text Rendering Issue

    I find it hard to believe no one has a solution? Here's another screenshot.
  11. I've been having a weird issue with SlimDX lately. The text is not rendering properly, it looks cut off. I'm using DirectX 9. See screenshot for information. I've messed with all the settings, and simply cannot figure out what's wrong! As you can see in my screenshot, the text isn't rendering right. It looks cut off, or a random letter is missing. [attachment=6672:Untitled.png] Here is my code: [CODE] Font fnt = new SlimDX.Direct3D9.Font(o.device, 16, 0, FontWeight.Black, 0, false, CharacterSet.Default, Precision.TrueTypeOnly, FontQuality.ClearTypeNatural, PitchAndFamily.DontCare, "Arial"); (The Game Loop) TextSprite.Begin(); fnt.DrawString(TextSprite, "Test", 0, 0, System.Drawing.Color.White); TextSprite.End(); (End GameLoop) [/CODE] Any ideas as to why this is happening or what I am doing wrong? Note that I am using a Dictionary to store multiple strings, I slightly edited the code - otherwise it'd be really long to post..