Jump to content
  • Advertisement

FeanorLobelia

Member
  • Content Count

    33
  • Joined

  • Last visited

Community Reputation

122 Neutral

About FeanorLobelia

  • Rank
    Member
  1. FeanorLobelia

    [slimdx] getting started with 2d

    I would just use D3D. That's what everybody has used for a decade now ever since the deprecation of DirectDraw, and there's no point in using the experimental .NET wrapper of an experimental technology, which is in itself a wrapper.
  2. FeanorLobelia

    MDX in Vista x64 - Help!

    Thanks very much, but it seems that an "x86" compile just isn't cutting it for me. I'll keep looking - if anyone has succeeded with this please post.
  3. I recently moved on from a VS2005, XP x86 configuration whose computer sadly died to a new VS2008 Vista x64 platform. I was still using MDX as a testing platform for the things like custom file formats and other miscellaneous development work, since I found it a bit more reliable than SlimDX (to which I have mostly moved over) in some ways. However, I'm having trouble using MDX in Vista. I have selected the 'x86' output but - incredibly - there's a filenotfound exception in my startup form, the form class itself is not found: "The Specified Module could not be found". This only happens when I use said form to bootstrap my main game class which does the rendering. I know that it has to do with dependencies being missing/GAC problems/stuff I don't understand - but I'm doing everything I should: I've referenced the MDX assemblies. Has anyone got MDX to work in Vista x64 and if so how? Thanks!
  4. FeanorLobelia

    Tangent Calculation Problems! Help!

    I'm not using gmax - I'm actually using c.4d for this. If you calculated tangents in your gmax exporter, I'd very much like to see the code - the fundamentals can't be all that different especially if gmax has multiple uvs per vertex like most modeling programs out there.
  5. Well multiple and flexible index buffers to allow you to chop and change your normals aren't allowed (except in directx10) but are you indexing your verts at all now? Remember that each index must represent a point with a unique combination of coordinates, normals, uvs etc.
  6. FeanorLobelia

    objects on terrain

    I don't know much about opengl, but logic dictates that if you can render a terrain - you can render other objects like a tree. Export a textured quad that looks like a tree, possibly with some alpha blending - then render it in the same way you rendered your terrain. The rotation is neccessary if you want the tree to always face the camera to trick the viewer into thinking it's 3d - i.e. billboarding.
  7. Hello all. I'm developing an exporter in which I've had to duplicate the initial vertices which came out the modeler. I needed to do this because many vertices had more than one UV coordinate and so were unacceptable in that state. The vertex buffer and index buffer are fine; so are the normals, which were easy to calculate by averaging the face normals around the original vertices (but I didn't use any weighting, couldn't be bothered!). However the tangents are causing me MASSIVE problems. I'm using the standard Lengyl method to calculate my tangents (and used this site: http://www.3dkingdoms.com/weekly/weekly.php?a=37 for the actual code) but, aware that UVs are crucial to tangent computation, don't know how to 'deal' with my duplicate verts. I think this may be 'discontinuous uv mapping' or 'mirroring' but I'm not sure. I tried to do a mixed approach; i.e. calculate the tangent for every polygon, using the duplicates where they're listed, then add the resulting tangent to every incident point (original and duplicate), then normalize for each vertex, then finally perform Gram-Schmidt and renormalize. This yielded overall good lighting and normal mapping, but with troublesome artefacts (strange highlights etc.). Everything else I've tried has also failed. My shader code is fine because I was using .x models with ComputeTangentFrame before this and all went well then. Any and all help much appreciated.
  8. FeanorLobelia

    PIX crashing debug pixel

    Well programs that run fine in debug w/ no leaks or what not regularly give me unexplained crashes in PIX, so I can only assume it's riddled with bugs.
  9. I suppose this is something for the SlimDX guys... when I try to downgrade the latest build as per the instructions on a recent thread, I get the files out but it fails with this error message: Target _DetectVisualCppVersion: Building with a VC++ 2005 installation. Target Build: Building the following native projects: C:\Program Files\Microsoft Visual Studio 8\Common7\IDE\..\..\vc\vcpackages\v cbuild.exe SlimDX.vcproj /platform:Win32 The following error has occurred during XML parsing: File: SlimDX.vcproj Line: 10 Column: 2 VCBUILD : error Message: '9.00' violates enumeration constraint of '7.00 7,00 7.10 7,10 8.00 8,00'. The attribute 'Version' with value '9.00' failed to parse. The file 'SlimDX.vcproj' has failed to load. Done building target "Build" in project "SlimDX.proj" -- FAILED. Done building project "SlimDX.proj" -- FAILED. Build FAILED. VCBUILD : error Message: 0 Warning(s) 1 Error(s) How do I fix this?
  10. FeanorLobelia

    Calculating index buffers via an algorithm?

    Thanks very much! The problem is that I don't have my triangles in the right order - I just have a list of vertices without specification as to when they're drawn. So I suppose I have to get that information, somehow - is there a way to calculate that?
  11. Hi, after abandoning the DirectX format (which I incidentally found very convenient, very readable - good for animation and easy to transfer to binary - but blighted by its fast ageing fixed function legacy) I decided to construct my own mesh format. However I don't have the index buffer output from the modeler - and I'm not sure how to get it from the vertex buffer. Any suggestions?
  12. FeanorLobelia

    split up ID3DXMesh

    Just use different subsets of the mesh. Your exporter should be able to dice up the distinct objects into subsets in the .x file, but if not you can use DrawIndexedPrimitive and draw a certain range of vertices and transform each chunk in between your draw calls.
  13. There was a common problem where although the allocate hierarchy class created a texture from the file the extendedmaterial was automatically disposed somehow(odd, since the GC does not get rid of unmanaged objs.) before it was accessed in the main class. Don't know if that's the prob. here though.
  14. Hi, I've just completed an implementation of harware instancing with MDX, drawing multiple trees. It works well but what I'm trying to do is make each object display the same texture in the same way - i.e. each tree looks the same. Unfortunately when I pass the texture to my shader (and when the texcoords are passed in DrawIndexedPrimtive) it seems to get jumbled up - the texture is all over the place. I suppose that's due to it reading the wrong texcoords or trying to spread the texture across all instances. I guessed that the use of two streams, and stream frequencies and so on makes this a special case, but I'm not sure what to do. Any suggestions? Forgot to mention that I use two subsets in my .x file. These render out all right, but could it be the source of my texturing problem?
  15. FeanorLobelia

    [SlimDX] Skinning questions

    Error Message: An unhandled exception of type 'System.AccessViolationException' occurred in SlimDX.dll Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Stack Trace: at D3DXLoadMeshHierarchyFromXW(Char* , UInt32 , IDirect3DDevice9* , ID3DXAllocateHierarchy* , ID3DXLoadUserData* , _D3DXFRAME** , ID3DXAnimationController** ) at SlimDX.Direct3D9.Frame.LoadHierarchyFromX(Device device, String fileName, MeshFlags options, IAllocateHierarchy allocator, ILoadUserData userDataLoader, AnimationController& animationController) in c:\...\slimdx\trunk\source\direct3d9\animationframe.cpp:line 708 at gg.MainClass.CreateAnimation(String file) in C:\...\Projects\gg\gg\MainClass.vb:line 425
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!