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About terry_burns85

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  1. terry_burns85

    gravity with a vector?

    Given a 3d vector of X, Y and Z. Manipulating the Y value each frame should give you your desired result, play around with the value you subract from the Y to find what best suits.
  2. terry_burns85

    EXE and DLL's

    Hi again guys, I am still having an issue with getting this to work on another machine, so I was wondering if someone could walk through a setup I should have for the DLL project and the C# .NET exe I have created so I can ensure that I am doing everything I can at my end to ensure this works. Thanks
  3. terry_burns85

    EXE and DLL's

    Afternoon all, Got an issue making my exe available for use on others machines. I have created a C# windows application that has a panel which is hooked to a dll i have created that runs a map editor and some pathfinding algorithms. My problem is, I have sent the Release version to a friend to test on his machine and he has got an error Description: Stopped working Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: t3dpathfinding.exe Problem Signature 02: Problem Signature 03: 4cbf0372 Problem Signature 04: T3DPathfinding Problem Signature 05: Problem Signature 06: 4cbf0372 Problem Signature 07: 7 Problem Signature 08: 17 Problem Signature 09: System.DllNotFoundException OS Version: 6.1.7600. Locale ID: 2057 I thought that this could be related to the direct x dll being missing, so i sent him the correct direct x dll (D3dx9d_42.dll) that matches my SDK. and he then received this issue: Description: Stopped working Problem signature: Problem Event Name: APPCRASH Application Name: T3DPathfinding.exe Application Version: Application Timestamp: 4cbf0372 Fault Module Name: PathfindingSystem.dll Fault Module Version: Fault Module Timestamp: 4cbf041a Exception Code: c0000005 Exception Offset: 00004d65 On top of this i asked that he install the DirectX End-User Runtime but still no fix. I have tried moving the release folder around my computer to see if there is any issue but all is ok on my machine. Anyone any ideas, or tips on what i should try? Cheers
  4. terry_burns85

    Class stays blind

    looks like your files are getting confused as they are tryinging to link to each other. Try removing #include "Writer.h" and replace it with class Writer;
  5. terry_burns85

    drawing a fine lined grid [hlsl]

    hi hodgman, Thanks for the tip, it appears that this technique only works drawing the lines along the x axis. Do you know how i could apply this to the y axis also. Cheers
  6. evening all, Got a little issue with a tool im making, Im trying to draw a grid over the viewport in the pixel shader, But the resulting grid looks patchy. The problem is that each line isnt the same width and this looks odd. The code I use to determine the pixel colour is below Anyone any advice on how to make this look a lil better. if( (i.TexCoord0.x >= (1.0f/16.0f) && ( i.TexCoord0.x % (1.0f/16.0f) ) < 0.002) || (i.TexCoord0.y >= (1.0f/16.0f) && ( i.TexCoord0.y % (1.0f/16.0f) ) < 0.002) ) { o.Colour = float4(0.0f, 0.0f, 1.0f, 0.0f); } else { o.Colour = float4(1.0f, 1.0f, 1.0f, 0.0f); }
  7. terry_burns85

    Applying a second texture dx9

    How do i go about running the command line compiler and would this still work with a psh file. I am not using .fx files
  8. terry_burns85

    Applying a second texture dx9

    I've never used a Texture object, i normally rely on the texture to be passed through the pipeline correctly and use a sampler2D object to return the colour at a specified position. The texture is loaded correctly as if i pass the texture through at stage 0 the texture applied to the model is the other texture. --edit Based on the idea that the first texture isnt be used so it gets ommited I altered my shader to look like this: sampler2D Texture1; sampler2D Texture2; struct PS_Input { float2 TexCoord0 : TEXCOORD0; float3 WorldPosition : TEXCOORD1; float3 WorldNormal : TEXCOORD2; }; struct PS_Output { float4 Colour : COLOR0; }; void main( in PS_Input i, out PS_Output o ) { float4 firstColour = tex2D( Texture1, i.TexCoord0 ); o.Colour = tex2D( Texture2, i.TexCoord0 ); } even now though it is being referenced the shader still ignores the second texture. Any other suggestions? [Edited by - terry_burns85 on March 28, 2010 3:20:17 PM]
  9. terry_burns85

    Applying a second texture dx9

    Apologies, I dont get what you mean with register. Is there something that needs to be preped to use a second stage in direct x device?
  10. terry_burns85

    Applying a second texture dx9

    haha, no worries mate. Anyone else any ideas?
  11. terry_burns85

    Applying a second texture dx9

    In the past I've always used the device, as far as im aware the LPDIRECT3DPIXELSHADER9 doesnt have a set texture method
  12. Hi all, Having a little trouble getting access to a second texture in a pixel shader in DirectX 9. Ive checked that everything is loaded correctly and is functional. But it seems that any texture i add at stage 1 doesnt get passed through to the pixel shader. Can anyone see any blatant code I've over looked In setting the texture I have: dxDevice->SetTexture( 0, Texture1); dxDevice->SetTexture( 1, Texture2); and to test this my pixel shader looks like this: sampler2D Texture1; sampler2D Texture2; struct PS_Input { float2 TexCoord0 : TEXCOORD0; float3 WorldPosition : TEXCOORD1; float3 WorldNormal : TEXCOORD2; }; struct PS_Output { float4 Colour : COLOR0; }; void main( in PS_Input i, out PS_Output o ) { o.Colour = tex2D( Texture2, i.TexCoord0 ); } This still results in Texture1 being applied regardless. Anyone any ideas whats going wrong?
  13. terry_burns85

    Running a plugin 3ds max

    Evening all, Thought this would be the area where people would probably know the answer to this. I have been developing a mesh exporter for 3ds max and it has successfully compiled and is now loaded in 3ds max 2010. Just wondering, how I go about running it? Can't seem to find this anywhere :S
  14. Evening people, I am currently revisiting my old renderer to optimise its performance and came across something i remembered was a sticking point back when i first designed it, the sharing of the device across classes in a project. I.e. loading meshes, textures etc.. Currently its all done through pointers and parameters. But was just wondering how anyone else has approached this.
  15. terry_burns85

    Upgrade of a GPU

    Hi guys, I had my graphics card blow up yesterday evening as a result of one of the pins holding the gpu fan in place snapping. The graphics card was a nvidia geforce 8300 gs. My question is: How can i find out which cards will be compatible as a replacement? google isnt my friend this morning. Thanks fellas Terry
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