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Altaf

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  1. I wrote a working code. My problem is the returned path is correct but not the shortest path. I guess my parent list has a problem.
  2. I specified DirectX because I googled for A* code & i found some source code which was either complete C code or a C++ code made using some library which I don't have. I am working on building my own code. Hopefully I`ll finish it soon, but I need a working code for reference.
  3. Hi guys, Can any body send me A star ( A* ) path finding code in C++ for DirectX. Thanks in advance.
  4. Definitely there is no access violation. I used the return value in Directx error look up tool, but no useful info is provided. There is no entry fir that error code. If the code is crashing it should always crash, it crashes only when I load DDS DXT5 files, It successfully loads any other format successfully.
  5. Am using try & catch block, the function "D3DXCreateTextureFromFileEx()" itself crashes internally. Actually I have all the images in DDS DXT5 format, if the code crashes I just change the file format to DDS A8R8G8B8 format & the code works fine. Why is this happening, I want to use DXT5 only coz it take less space.
  6. Am pretty sure about the path, Coz the Debug exe file runs out of visual studio. Only the Release build has a problem.
  7. Hi guys, I am using the following function for loading a texture in DirectX8. This code crashes if I run the exe file directly. If I run it in visual studio it works fine. Later I changed the filter type to Default, Which loads all the files without any problem, but my texture are scaled now, Guys pls help me out with this, when it crashes it doesn't even give me any useful information. D3DXCreateTextureFromFileExA( device, filename.c_str(), D3DX_DEFAULT, DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN,D3DPOOL_MANAGED,D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0xFFFF00FF, NULL, NULL, &m_texture );
  8. Hi guys, Thanks for helping me with lost device & fullscreen problem. Am back here with a new problem. I use the code given below to compute delta time, Is it correct. pls help me. I am building a 2D game my anim speed varies from system to system. const double g_dMinFrameRate = 1 / 30.f; double g_dSlicedTime = 0.f; double g_dUnComputedTime = 0.f; void updateTime() { g_dCurTime = timeGetTime(); g_dElpasedTime = (( g_dCurTime - g_dLastTime ) * 0.001f ); g_dLastTime = g_dCurTime; } void gameLoop() { updateTime(); g_dUnComputedTime += g_dElpasedTime; if ( g_dUnComputedTime < g_dMinFrameRate ) { update( g_dUnComputedTime ); render( g_dUnComputedTime ); } else { for ( double x = 0; x < g_dUnComputedTime; x += g_dMinFrameRate ) { update( g_dElpasedTime ); render( g_dElpasedTime ); g_dUnComputedTime = g_dUnComputedTime - ( x - g_dMinFrameRate ); } } } EDIT: Please remember to use 'source' tags when posting code. [Edited by - jollyjeffers on November 27, 2006 10:39:21 AM]
  9. Thanx a lot Steve, u were of gr8 help,
  10. Am running my game in window mode, now I want to switch to Fullscreen, what should i do? Release the device & re create the device for fullscreen application, Am really getting confused. If I re-create the device i`ll have to release & load all the textures.
  11. One should call Reset() only when device is lost, rite?, But my device is not lost I want to switch from window mode to fullscreen & vice versa during game play, i.e, from options menu. I should still call Reset() & onDeviceLost() & onDeviceReset().
  12. Hi guys!. Can any one help me with fullscreen & window mode, I want to switch between these two modes during game play, Do I have to release all sprites ( am using LPD3DXSPRITE ), textures & devices & reload them again? Thanx in advance..
  13. Finally I found the problem, It was a silly logic problem, Thanx pal