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About RipeTomatoe

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  1. [C++ DirectX9] Render to Texture

    OK, so it's all working now, I don't really know what I changed, but it's working, and I'm going to test it on more machines to make sure it's a good thing. Thanks for all your help guys!
  2. [C++ DirectX9] Render to Texture

    I finally got the DirectX debugger to show up (I accidently enabled the 64-bit one, instead of the 32-bit one) and it is showing me warning's about ignoring redundant SetSamplerStates, and SetRenderStates. I assume this code is actually in the d3dxmesh class, because I never call those functions in my code. This is the only error I get now [code]Direct3D9: (ERROR) :Invalid flag D3DCLEAR_ZBUFFER: no zbuffer is associated with device. Clear failed.[/code] it also doesn't like any depth stencil code. I'm really stumped at this. It's now showing, but since it doesn't have depth everything is stacked on each other.
  3. [C++ DirectX9] Render to Texture

    [quote name='Hodgman' timestamp='1329877500' post='4915369'] You're performing rendering operations outside of a begin/end-scene pair. [/quote] Well I moved around my begin and end scene pair, and it still works on my laptop, but not my desktop. I know that the clear command is working because the texture gets the colour. However it seems like nothing is rendered onto that texture.
  4. [C++ DirectX9] Render to Texture

    I switched to the debug, and nothing is appearing that is out of the ordinary. Also all the HRESULT values are return S_OK. -Daniel (Ripe)
  5. Let's just jump straight into code: [code]void beginRender(void) { pd3dDev->GetRenderTarget(0, &pBackBuffer); pRenderTexture->GetSurfaceLevel(0, &pRenderSurface); pd3dDev->SetRenderTarget(0, pRenderSurface); pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->BeginScene(); }; void endRender(void) { pd3dDev->EndScene(); //Do RTT effect->SetTexture("Screen", pRenderTexture); effect->SetTechnique(effect->GetTechniqueByName("BlackAndWhite")); pd3dDev->SetRenderTarget(0, pBackBuffer); pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(100, 0, 0), 1.0f, 0); pd3dDev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pd3dDev->BeginScene(); setUIVertDecl(); pd3dDev->SetTexture(0, pRenderTexture); pd3dDev->SetStreamSource(0, pRenderVB, 0, sizeof(VERTEX2D)); UINT cPasses; effect->Begin(&cPasses, 0); for(UINT i = 0; i < cPasses; i++) { effect->BeginPass(i); pd3dDev->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2); effect->EndPass(); } effect->End(); pd3dDev->SetTexture(0, NULL); pd3dDev->EndScene(); pd3dDev->Present(NULL, NULL, NULL, NULL); mouseState.x = mouseState.y = 0; SetCursorPos(wWidth/2,wHeight/2); };[/code] So basically this code works flawlessly on my laptop, but when I try and run it on my desktop the texture is black. I've experimented with the shader and the shader is working fine. The scene itself renders fine when I don't save it to a texture. I'm really stumped on this one, if anyone needs more code snippets I'll be happy to show some more. Thanks in advance, Daniel (Ripe)
  6. That's my original thread over on the fmod forums. I decided to post here as well just to get more feedback, I'm really stuck. It's not hindering the development of my game, but I know that compatibility will be a big issue when my game is tested. Thanks for your help in advance. -Ripe
  7. Texturing a Circle

    OK, this should be a quick answer, but I need to texture a circle (home made coding a circle) if you need I can post how I do it, but it's really math intensive and I don't want to scare people. Also I need to know how to rotate it (once again HOME MADE ROTATE, none of that glRotatef crap) when need be. thanks in advance for all the help.