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monkeyboi

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  1. oh the texture is fine, because I can render it with a quad on screen coordinate, just when I use world coordinate to describe the quad, the texture go crazy. 
  2. All I am trying to do is creating a quad in world coordinate and put a 64*64 texture on. I disable the lighting and enable the alpha. Here is part of the codes, really have no idea what the problem is.  float Rot = 0.0f; struct QUAD { D3DXVECTOR4 Pos; //D3DXVECTOR4 Nor; D3DXVECTOR2 TexCoord; static const DWORD FVF; }; const DWORD QUAD::FVF = D3DFVF_XYZ | D3DFVF_TEX1;//RHW D3DFVF_NORMAL IDirect3DVertexBuffer9* g_pVB; IDirect3DIndexBuffer9* g_pIB; void LoadTexture(IDirect3DDevice9* pd3dDevice) { hr = D3DXCreateTextureFromFile(pd3dDevice,L"LidTexTest.png",&WholeTex); WholeTex->GetSurfaceLevel(0,&WholeTexSur); } void CreateQuad(IDirect3DDevice9* pd3dDevice) { hr = pd3dDevice->CreateVertexBuffer( 4 * sizeof(QUAD), D3DUSAGE_WRITEONLY, QUAD::FVF, D3DPOOL_MANAGED, &g_pVB, 0); QUAD temp[4]; temp[0].Pos = D3DXVECTOR4(-0.5,0.5,0,1); temp[1].Pos = D3DXVECTOR4( 0.5,0.5,0,1); temp[2].Pos = D3DXVECTOR4(-0.5,-0.5,0,1); temp[3].Pos = D3DXVECTOR4( 0.5,-0.5,0,1); temp[0].TexCoord = D3DXVECTOR2(0.0f,0.0f); temp[1].TexCoord = D3DXVECTOR2(1.0f,0.0f); temp[2].TexCoord = D3DXVECTOR2(0.0f,1.0f); temp[3].TexCoord = D3DXVECTOR2(1.0f,1.0f); VOID* lpVertices; g_pVB->Lock( 0, sizeof(temp), (void**)&lpVertices, 0 ); memcpy( lpVertices, temp, sizeof(temp) ); g_pVB->Unlock(); int iIQuantity = 6; int Index[6]; Index[0] = 0; Index[1] = 1; Index[2] = 2; Index[3] = 2; Index[4] = 1; Index[5] = 3; unsigned int uiBufferLength = (unsigned int)(iIQuantity*sizeof(int)); pd3dDevice->CreateIndexBuffer(uiBufferLength, 0,D3DFMT_INDEX32,D3DPOOL_MANAGED,&g_pIB,0); void* pbIndices; g_pIB->Lock(0,uiBufferLength,&pbIndices,0); memcpy( pbIndices, Index, iIQuantity*sizeof(int) ); g_pIB->Unlock(); } HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { SetupCamera(pd3dDevice); LoadTexture(pd3dDevice); CreateQuad(pd3dDevice); return S_OK; } void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { HRESULT hr; // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) ); pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { Rot = Rot + 0.00; D3DXMATRIX matTemp; D3DXMATRIX m_matWorld; D3DXMatrixIdentity(&matTemp); D3DXMatrixIdentity(&m_matWorld); D3DXMatrixRotationY(&matTemp, Rot); D3DXMatrixMultiply(&m_matWorld,&m_matWorld,&matTemp); D3DXMatrixMultiply(&m_matWorld,&m_matWorld,&matTemp); pd3dDevice->SetTransform( D3DTS_WORLD, &m_matWorld); pd3dDevice->SetFVF(QUAD::FVF); pd3dDevice->SetTexture(0,WholeTex); pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(QUAD)); hr = pd3dDevice->SetIndices(g_pIB); hr = pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,0,2); pd3dDevice->SetTexture(0,NULL); V( pd3dDevice->EndScene() ); } }   Many thanks 
  3. ok so for pure virtual functions, you dont necessarily have to implement the pure function in the NEXT level derived class. As long as in the hierarchy, derived class(that could be instantiated) has implemented all pure virtual functions from his "higher level base classes" no matter how many levels it derives?   That code was just for demostrating the problem. Thanks for heads up tho. 
  4. Hi I have some question about multi inheritance see the code snippet below class Window{ public: virtual void drawBorder() = 0; virtual void prompt() =0; }; class BorderedWindow:public virtual Window{ public: void drawBorder(){} }; class WindowWithMenu : public virtual Window{ public: void prompt(){} }; class CustomWindow : public BorderedWindow, public WindowWithMenu{ public: void draw(){drawBorder(); prompt();} };   My questions are why does derived class not have to implement all pure virtual functions declared in base class? Because it is virtual inheritance? Is :public virtual Window different from :virtual public Window?
  5. I am wondering if there is any fast way to calculate all the prime numbers within a given number N. Like give N = 10 it will produce 1,2,3,5,7 My version is divide only odd numbers by those already calculated prime numbers. [CODE] int n = 1000; int half = n/2; //At most n/2 prime numbers but when n is realy big this speculation is far from the accually size which is a waste(any way to solve it?) int* temp = new int[half]; int count = 0; if (n>3) { count = 3; temp[0]=1; temp[1]=2; temp[2]=3; for (int x=5;x<=n;x=x+2) { int y; for(y =1; y<count;y++){ if (x%temp[y] == 0) { //x is not a prime number y = count+1; break; } } if (y == count) { //x is a prime number temp[count] = x; count++; } } }else{ count = n; for (int x=0;x<n;x++) { temp[x] = x+1; } } // create another array which has the exact size as needed then delete the temp int* p = new int[count]; for (int z = 0; z<count; z++) { p[z] = temp[z]; } delete [] temp; [/CODE] Any problem with this one or any faster way?
  6. [quote name='frob' timestamp='1354643275' post='5007143'] So: modelViewProj is the global input [/quote] But I did not write any input named modelViewProj, or it is just default input written by program?[quote name='frob' timestamp='1354643275' post='5007143'] The people who wrote the system decided that when the same name comes from both sources [/quote] What do both sources mean here? global input and parameter? What if I put uniform float4x4 modelViewProj out of the funcion as an global input, I would only need "modelViewProj"?
  7. 1. You can easily add anything into any namespace except std without looking into that namespace 2. Not quite sure about this one but I think it is worthy to mention tho. Looking up machanism, if your caller's parameter is in a namespace the compiler will first try to find the most matched function in that namespace then globle space.
  8. Basically I am trying to compile cg shader file with DX. A char* pointer is used to store the name of a variable in cg. But, here is the question, I don't know why I have to type "$modelViewProj" instead of "modelViewProj". Otherwise the function constanttable->SetValue() will not success. In the cg file that variable's name is just modelViewProj as void vertextransform(float4 position : POSITION, float3 Normal : NORMAL, float2 texCoord : TEXCOORD0, out float4 oPosition : POSITION, out float2 otexCoord : TEXCOORD0, uniform float4x4 modelViewProj) { // Transform position from object space to clip space oPosition = mul(modelViewProj, position); Normal= float3(0,0,-1); otexCoord = texCoord; } Thanks in advance Jerry
  9. Hi guys, my question is if I throw a derived class, can I catch it by using a base class reference parameter? In the [url="http://www.cplusplus.com/doc/tutorial/exceptions/"]link[/url] here, it says the a class derived from base exception can be catched by a catch clause with base exception reference. What if other user defined classes? Many thanks Jerry
  10. Picking or ray tracing is what you need to learn from this. Maybe frustum culling as well. Jerry
  11. Hi Hodgman, thanks you so much for the expanation. So, a compiled shader is the shader in assambly language, isn't it? I use cgc to compile a cg file as HLSL orGLSL, Both of the outputs are in assambly language. And this compilation can be done using D3DXCompileShaderFromFile function in D3D, is this right? So for setting variables, I can use SetVertexShaderConstantF (SetPixelShaderConstantF) or GetConstantByName and SetFloat (or other pairs). But the later one assumes I compile the shader in my program since I need the constant table to call setting functions? [quote name='Hodgman' timestamp='1347205838' post='4978326'] Is this required? Assembly shaders have been phased out in D3D (from DX10 onwards, you have to use HLSL). Anyway, as above in D3D, compiled HLSL shaders act the same as asm shaders. [/quote]. Because effect frame can involves as many passes as I want. So I am quite interested in how to encapsulate both FX and CGFX in one game engine, especially how to effectively set variables. Any references? Best regards Jerry
  12. Hi, I have been researching how to encapsulate shader functions in a game engine that could run on diferent platforms with minimum limitation. It seems CG is the best choice among all due to its high portability and easily to be transfered into HLSL or GLSL. Here either GLSL or HLSL is in assembly language which is really inconvenient for programmer to read and debug. So my though is implement interfaces for high level language in the game engine as well. The biggeast benefit is it is more intuitional while using PIX to debug my shader. However I got 2 questions here to be solved: 1. A robust structure of renderer that could compile shaders in both assembly language and high level language 2. Variables setting. In assembly language the variables setting is actually through setting different registers, On contrast in HLSL for example it is through pair of interfaces like GetParameterByName and SetMatrix. Is there any compromised method? Otherwise I have to implement another set of functions that specifically for HLSL,which seems quite clumsy. I also encounter some problems while I am using PIX to debug my program. I choose the second option to start experient that is a single-frame capture of DIrect3D whenever F12 is pressed. However each time I press F12, PIX will stop working so I include debug output messages and restart experiement. Then I got Created PIXRun file at: C:\Users\Jerry\AppData\Local\Temp\PIX74D8.tmp An unhandled exception occurred. Closing Run File C:\Users\Jerry\AppData\ is a hiden file. And I don't know how to change this directory. So I reckon the problem is something relevant to permission. Not sure here. Any help will be appreciated Many thanks Jerry
  13. Cool I will do Thanks in advance
  14. Thank you so much Yewbie This really help me a lot Yeah I have seen the link. It looks like DrawText is a function embeded in windows development. Reckon the function in DirectX works in the same way coz it is by microsoft as well : )
  15. [quote name='yewbie' timestamp='1347039973' post='4977751'] - I know you are using DT_CALCRECT, but just try adding a width and height to your right and bottom and see if it displays. [/quote] Thanks yewbie I get it solved by using kText.bottom = iY+100; kText.top = iY; kText.left = iX; kText.right = iX+100; ms_hResult = m_kFontArray[m_iFontID]->DrawText( 0, // pSprite acText, // pString -1, // Count &kText, // pRect DT_LEFT | DT_BOTTOM , // Format | DT_CALCRECT kColour); Really want to know what is the problem of the previous one [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img]