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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. http://www.fmod.org/forum/viewtopic.php?t=13593 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.
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