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About AquaMacker

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  1. VB,IB better than ID3DX10Mesh.    
  2. Thank you very much, Juliean. But my english is so bad. I use DX10.1 (ID3D10Device1) not DX11. Am I change Device to ID3D10Device ? and that source is I loading VB manually. I'm sorry for my bad english...
  3. Thanks I found !!! hr =  D3DX10CreateMesh( pDevice, stVertex::pInputElementDesc, stVertex::nNumElements, stVertex::pInputElementDesc[0].SemanticName, 36, 12, D3DX10_MESH_32_BIT, &pMesh ); pMesh->SetVertexData( 0, vertices ); pMesh->SetIndexData( indices, nIndexCount ); pMesh->GenerateAdjacencyAndPointReps( 0.001f ); pMesh->Optimize( D3DX10_MESHOPT_ATTR_SORT | D3DX10_MESHOPT_VERTEX_CACHE, 0, 0 ); pMesh->CommitToDevice() !!! <- that warning point This part is so simple box making source. so simple so simple. Vertex number 36, index number is 12. Vertex values is wrong ? hr is S_OK. I don't understand. I use ID3D10Device1* pDevice. Is related ?
  4. Please don't pass indifferencely.   I use multithread. Is related to that warnning ? Come on Guy !!!
  5. HI   D3D11 WARNING: ID3D10Device::CopyResource: This ID3D10Device[1] method of the immediate context is locked out because an ID3D11Device[1] device context state is active. [ STATE_SETTING WARNING #3145945: DEVICE_LOCKEDOUT_INTERFACE]   Have you ever seen before this warning message in output window ? What the hell....?! In My All source there is no CopyResource.  I Don't know where to find that error message. Is that no big trouble ? That warning comes out my program slower. I guess that warning is big problem !!! How can I fix that warning ? Thanks in advance.    
  6. What is BoneIndex, DXGI_FORMAT ?

    Thanks so~~~~~~~~~~~~ much.   Question is solved clearly perfectly.    Have a nice day @L. Spiro, @spazzarama, @Buckeye
  7. What is BoneIndex, DXGI_FORMAT ?

    I knew that... But I refer to MSSDK Skinning10, MSSDK Skinning10 use R8G8B8A8_UNORM. And I use R8G8B8A8_UNORM, But I don't working, MSSDK working well. I don't understand.  
  8. What is BoneIndex, DXGI_FORMAT ?

    I solved this problem. ^^a This is not BoneIndex format but WEIGHT format !   First - wrong DXGI_FORMAT { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 }, Second - correct DXGI_FORMAT { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 }, I solved it ^^; But I don't understand yet. Why float[4] of weight can't use DXGI_FORMAT_R8G8B8A8_UNORM ? Range of Weight value is 0.0f ~ 1.0f. But can't... And... Thanks very much for answer. @L. Spiro, @spazzarama ^^a Have a good day  
  9. HI~   I wonder BoneIndex DXGI_FORMAT.   This is my result. BONE INDEX, Weight. [attachment=20693:BoneIndexWeight.png] I guess, this result is good. But Drawing is wrong. In MSSDK, BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 } But I Can't.   My vertex struct is   D3DXVECTOR3 vPos; D3DXVECTOR3 vNormal; D3DXVECTOR2 vTex; D3DXVECTOR3 vBiNormal; D3DXVECTOR3 vTangent; UINT nIndex[4]; float fWeight[4];   My BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 },   Is Wrong ?
  10. D3DXComputeTangentFrameEx problem

    D3DXComputeTangentFrameEx( pMesh,                                            D3DDECLUSAGE_TEXCOORD, 0,                                            D3DDECLUSAGE_TANGENT, 0,                                            D3DDECLUSAGE_BINORMAL, 0,                                            D3DDECLUSAGE_NORMAL, 0,                                            0,                                            pAdjacency,                                            -1.01f,-0.01f,-1.01f,                                            &pMeshAfter,                                            0 ); this method DONE. And Vertex data error is my fault. ??;   But ComputeTangent is well done but tangent value is not confirm yet.
  11. D3DXComputeTangentFrameEx problem

    Thanks, Buckeye, Burnt_Fyr, I appreciate it. Thanks very much      
  12. Hi ~   D3DXComputeTangentFrameEx() is hard to use.   I use Full Vertex Model.   Let's see source...   D3DXCleanMesh()... hr = S_OK D3DXValidMesh()... hr = S_OK   HRESULT hr =  D3DXComputeTangentFrameEx( pMeshClean,                                                        D3DDECLUSAGE_TEXCOORD, 0,                                                        D3DDECLUSAGE_BINORMAL, 0,                                                        D3DDECLUSAGE_TANGENT, 0,                                                        0, 0,                                                        D3DXTANGENT_GENERATE_IN_PLACE,                                                        pAdjacencyClean,                                                        0.01f, 0.25f, 0.01f,                                                        &pMeshAfter,                                                        0 ); hr is S_FALSE; So...   I don't use "D3DXTANGENT_GENERATE_IN_PLACE" of option is hr = S_OK. But vertex data is changed. ex) -9.776716,0.000000,-9.890399 > 0.000000, -1.000000, 000000   How do I use exactly ?  
  13. Draw() Bug Click please....   What's wrong ?   TM bug ?   I just drawing 6 object and terrain.   I don't understand BUG !!!   how can I do ?   Please let me know...
  14. POM(Parallax Occulsion Mapping) Bug...

    Self answer... Answer is Vertices. POM in MSSDK need XFile vertices(Especially Binormal and Tangent).
  15. POM(Parallax Occulsion Mapping) Bug...

    TM or Vertices ?   No One ?