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About m_a_s_gp

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  1. So there is no big difference between the two.. maybe I'll try the managed pool later.. thanks for clarifying. [quote]Of course, your own target audience may be different from those surveyed, so you've got to profile your audience, know what kind of kit they've got, and base that decision on hard facts. But do base it on actual facts and not just some vague sense of locking out XP users though. ;)[/quote] That sounds a little scary! I hope this will not be a big issue for the 2D game I am developing.. Thanks kubera, thanks mhagain.
  2. Pixel-based collision detection with sphere

    You can get the contact point using this formula: Pc = C - n[(C-P)dot(n)] Pc: contact point C: ball's center n: the unit vector normal to the table and pointing upward P: any point on the surface of the table The quantity [(C-P)dot(n)] is the closest distance from the ball's center to the table. If this distance is greater than the ball's radius, there is no collision..
  3. I don't know if this has anything to do with your problem, but you should change this: if(m_force[direction] < threshold) m_force[direction] = 0.0f; if(m_torque[direction] < threshold) m_torque[direction] = 0.0f; to: if(abs(m_force[direction]) < threshold) m_force[direction] = 0.0f; if(abs(m_torque[direction]) < threshold) m_torque[direction] = 0.0f; because the components of the force can take minus values..
  4. I didn't know that.. So you mean that there is totally no difference (especially in performance) between using default pool and managed pool? What about if I am publishing a game, and players may have older versions of windows?
  5. I think that managed pool is suitable only if your vertex data is not frequently updated, otherwise, you should use the default pool, isn't that right?
  6. Solved! The problem was simply that, in addition to releasing/recreating resources and resetting the device, you must restore the render states you were using before the device was lost..
  7. Hi, I am trying to deal with the case when the D3D device is lost (due to window minimization in a fullscreen application).. Everything seem to be working fine, except for the DrawPrimitive function, which keeps failing after the device is successfully reset! Here is what my rendering function look like: 1. Call the TestCooperativeLevel function and only proceed to rendering if the function returned D3D_OK. 2. If the function returned D3DERR_DEVICELOST, return without doing anything. 3. If it returned D3DERR_DEVICENOTRESET, ReleaseResources(), reset the device (passing the same presentation parameters used when creating the device) and then RecreateResources(). 4. If it returned D3D_OK, continue rendering. Where in ReleaseResources(), I release an array of dynamic vertex buffers which I use to render all the geometry in my application, as well as releasing all the textures used in the application (I don't create any other resources), and in RecreateResources(), I recreate the textures again. (Vertex buffers are created and released as needed each rendering frame so they don't need recreation) After debugging, I found that the device reset function succeeds, as well as the device functions: Clear(), BeginScene(), SetStreamSource(), EndScene(), Present(), and when writing vertex data to vertex buffers, the functions Lock() and Unlock() also succeed. The only function that fails is DrawPrimitive(). Since the device was reset, I know it is not a problem of releasing resources.. So what could the problem be? Thanks for any help, and let me know if you need any further details..
  8. Problem With Vertex Buffer??

    solved.. it's as you said, I am using sizof(vArray). thanks a lot..
  9. Problem With Vertex Buffer??

    hi, I am trying to draw a simple quad on the screen using direct3d. To do this, I fill a vertex buffer and an index buffer with the requaired vertex and index arrays, and use the DrawIndexedPrimitive function. The quad is drawn only if I declare my vertex array as a fixed array: VERTEX vArray[4]; and pass it directly to the (memcpy) function, which I use to fill the vertex buffer. but when I try to use a dynamic array: VERTEX *vArray = new VERTEX[4]; or when I try to pass a fixed array as an argument to a function that use it to fill the buffer by passing it again to the (memcpy), nothing is shown on the screen.. Do anybody know why does this happen? thanks in advanced and sorry for my poor english..