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hunpro

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  1. I use GDI+ for this. ( Gdiplus::Bitmap::FromFile )
  2. I used DIB (device independent bitmap) to draw on, it is pretty fast, and very easy to use.
  3. I like this one-file method, so I checked the file, the function seem to return the length used: 5277. data = (short *) malloc(total * sizeof(*data)); // here's the array created, 'total' is total len 5301. return data_len; // num of 'short's used in array I would be curious too if this .ogg player works, I used the libs some year ago, they were all right.
  4. Nice work with the hieghtmap LODs, back in my dx9 days i did something like that. If i don'f find some hardware based solution, I'm going to use a similar method. I have all the heightmap data for physics near the camera, i upload them for the for the gpu, maybe only for the close chunks, and use the tesselation for distant parts. Havok has a very simple hieghtfield shape I'm using, the 'hkpTriSampledHeightFieldCollection'. It only needs the heightmap dimensions,cellsize, and the triangle winding. So all the cell must be divided into triangles from topright-bottomleft or topleft-bottomright. It is quite fast to create, fully dynamic because it uses the heightmap data the user has, no need for uploading or preprocessing. My game is procedurally generates terrain, so i need all the speed. :)
  5. Hi, I have a tesselated terrain, this is how a quad path looks like : (integer subdiv) [attachment=25377:integersubdivgird.jpg]   But it's not good for my (havok's based) heightfield, the triangles should all go like this: [attachment=25378:uniformgrid.jpg] Is there a way to achive this on the hardware? I tried all the the partitioning types: "integer", "fractional_even",  "fractional_odd", "pow2" None of them does this.   Any help is welcome.  
  6. Xaudio 'debugging' can cause a lot of error to my app: XAudio2Create(&xaDevice,XAUDIO2_DEBUG_ENGINE); It hangs the app in several places, without the XAUDIO2_DEBUG_ENGINE flag everything is fine. I suggest experimenting with the input matrix, maybe try filling it with simple data, this link can be usefull.
  7. I ported me small project from dx9 to 11 almost a year ago, i use almost nothing from the new features, but overall i am very satisfied with dx11. Texture2Darray was a big enough reason to move, heightmapping is a couple of lines of shadercode now, and making the same thing in dx9 costed me more time than learning all the new stuff.
  8. I use a 'loose uniform grid' for my openworld game, it is very simple, every object has to connect only to one cell, and adding/removing objects is basicly free.
  9. I used an 8 bit texture once with dx9, it had this format: D3DFMT_L8.
  10. I found GDI+'s Bitmap class extremly easy to use, it can load images from more formats (i use it to load png's to create texture arrays for dx11). It is supported from winXP and above. No need for external lib, but for windows only ofc.
  11. Do you see the triangles without this blending turned on? If not, then 2 quick tips: forgot to transpose the viewprojection matrix, or forgot to set some constant buffer to the proper shaders. At least those are my main 2 sources of pain nowadays.  You can turn on dx debug in sdk->utilities->Directx control panel, if you haven't already. I got some usefull info about not setting the proper patch type for my hull shader, which made the driver reset, so it can be usefull,but not a magic bullet.
  12. Because you can play one sound buffer more than one at a time (ie. many ppl shooting with the same gun), i would separate the storage and the sounds playing in the 3d/2d space. Basicly i would add an extra class with 3d position etc. and a pointer/index to an 'Audio' class. This would represent a playing sound instance in the game.
  13. Basicly the only difference between the running and the not running version is the 'playAudio' function ends, and THEN the sound is not playing anymore. That suggest that something on the stack gets freed what is not supposed to. My tip is the "Wave buffer" object's destructor is the culprit. I think you must store your sound data until you playing it. Try making 'buffer' global for example, see if it works.
  14. Old MD2 format does something like you said in B i think.I just did the same thing days ago (exporting with own plugin from Blender into my own engine). I export keyframes only for every bone in bone space, and in the engine i use 'hardware skinning' to do the animation. This means building a matrix tree from interpolating between two keyframes on the cpu. Then upload the matrix list for vertex shader which does the transformations with vertex weights and blendindices. This is pretty standard i think, and with this you can do other effects like IK or ragdoll effects.
  15. DX11

    Always choose the current tech, it is going to grow old 'enough' while you are learning it.