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About jiangcaiyang

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  1. Oops there is a small mistake in my code.
  2. I am currently doing my personal experiment named Maze3D. The problem looks like this: In OpenGL there is a term: Cull Mode. I am currently using glFrontFace( GL_CW ); glEnable( GL_CULL_FACE ); and using same vertices to draw a double-side wall: void DrawInnerWall( Point3F& p1, Point3F& p2, Point3F& p3, Point3F& p4 )     {         glTexCoord2f( 0.0f, 1.0f ); glVertex3fv( p1 );         glTexCoord2f( 1.0f, 1.0f ); glVertex3fv( p2 );         glTexCoord2f( 1.0f, 0.0f ); glVertex3fv( p3 );         glTexCoord2f( 0.0f, 0.0f ); glVertex3fv( p4 );     }     void DrawOuterWall( Point3F& p1, Point3F& p2, Point3F& p3, Point3F& p4 )     {         glTexCoord2f( 1.0f, 1.0f ); glVertex3fv( p1 );         glTexCoord2f( 0.0f, 1.0f ); glVertex3fv( p2 );         glTexCoord2f( 0.0f, 0.0f ); glVertex3fv( p3 );         glTexCoord2f( 1.0f, 0.0f ); glVertex3fv( p4 );     } I am using DrawInnerWall( p8, p7, p3, p4 ); DrawOuterWall( p7, p8, p4, p3 ); However, it looks like this: The maze and arrow are currect, but in a 2D view, there is no wall but in 3D view we can see a wall clearly. In other case, same vertices and different drawing sequences cause invisibility. Could you please figure out the problem?
  3. OpenGL Non-Microsoft Market Share

    It's true that once I developed games under MS platform, and I have a DirectX programming experience of 3 years. But I will further look into the mystery of CG, I give up MS and D3D, and move into Linux. Now I use Ubuntu and QtCreator as my developing environment, recently I am learning[i] OpenGL Super Bible[/i], the sample code works fine.
  4. I am currently working in Linux, and using g++ as my compiler, the ld return this information: (.text.startup+0x3b):-1: Error:undefined reference to `glGetError' I don't know what library to link.
  5. Has AlphaBlend to do with IDirect3DSurface9?

    Keep my thread up!
  6. When you put it into rendering, you can use world matrix or projection matrix to solve your problem. Here is my example of scaling texture. [img]http://student.csdn.net/attachment/201102/21/999749_1298264183SbCy.png[/img] Try this: [code] D3DXMatrixPerspectiveFovLH( &g_PerspectiveMatrix, fovy, aspect, zn, zf ); // ?????? g_pDevice->SetTransform( D3DTS_PROJECTION, &g_PerspectiveMatrix ); [/code]
  7. Should I uninstall previous sdk?

    If the newly SDK has not changed much, you can install the new one. Just deprecate the old one! If you are afraid of not running your games, you can still remain some dlls.
  8. I am recently build up my own Game engine using DX 9,Now I've switched to render system, and I planned to have two versions, one for 2D and the other for 3D. For 2D rendering. I wonder that whether AlphaBlend has to do with IDirect3DSurface9? I used the following code: [code] // ??????? if ( FAILED( g_pDevice->CreateOffscreenPlainSurface( clientWidth, // ? clientHeight, // ? D3DFMT_X8R8G8B8, // D3D?? D3DPOOL_SYSTEMMEM, // ????? &g_pSurface, // ?????????? NULL/*????*/ ) ) ) return; // ???????? if ( FAILED( D3DXLoadSurfaceFromFile( g_pSurface, // ???? NULL, // ????? NULL, // ???? "?????.png", // ????? NULL, // ??? D3DX_DEFAULT, // ??? D3DCOLOR_XRGB( 0, 0, 0 ), // ???????? NULL/*?????*/ ) ) ) return; // ??Alpha?? g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); g_pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); [/code] But when comes to rendering, the alphablend doesn't work. It seems that alphablend has not to do with IDirect3DSurface9. How could I solve the problem?
  9. OpenGL Are X files not used anymore?

    It's useful for me to follow which model format to develop. By now, .obj format is still good for primary developer. isn't it?
  10. Yes, that's what I am going for. I want to fade in and fade out. Forgive me for my poor English, but I really need this effect. Thank ET3D for your advice, I think I should have a try. By the way, Is it allowed to post screenshot in this forum. Hope to reply.
  11. How can I do to realize this? I've come up with three ideas: First I can load different bitmaps frequently so as to flash each frame; Second I can use AlphaBlend technique to add different color to this logo; Thirdly I can use fog to clarify a logo gradually. The question is: I can't fluently master this techniques, Meanwhile, I don't know these lots of macros. Forgive me, I am a newcomer using DirectX. I've only learn it for three months. So please help me with my work! Thanks. [Edited by - jiangcaiyang on November 3, 2010 5:06:02 AM]
  12. Size of the shadows map

    I am a newcomer, I'll learn it.