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About skilz8099

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  1. skilz8099

    DirectX 11

    Thank You, this will help me to prevent future program crashes, when building and running the executable. So, I can assume it is safe to say, build the application and test it on my machine using hlsl 4.1, then once the program is complete and there are no bugs, I can then replace the 4.1 with 5.0 and just add in the new shaders but i won't be able to test it on my machine. Hopefully I'll be able to get a slightly newer video card that supports hlsl 5.0. Would like to get the new 4gb or 8gb video cards but they run close to $1,000.00 lol, so i can settle with a 1gb or 2gb video card. Yeah my video card is no more then 3 years old and already it is nearly obsolete.
  2. skilz8099

    DirectX 11

    Thank you for you reply. I just updated the newest available ati catalyst driver suit for my video card. When i read the documentation on my particular video card, it does have DirectX 11 support, but I think it only support hlsl 4.x I have an ATI Radeon HD 4550 512mb ddr3 pci-express 2.0 video card. Could you verify this for me. thank you. The reason I am asking for this, I am trying to develop using strictly dx11. Now if my video card supports dx11 but not hlsl 5, then i will have to use 4 in its place. I guess there is now way of getting around this, if i want to test my code on this pc, unless i get a newer video card. Thank You in advance.
  3. skilz8099

    DirectX 11

    Thank you for the feedback. It did take me a while to debug it but i was finally able to run the program without any crashes. I do however have a second question. Since I am using Windows Vista Ultimate with service pack 2 with the platform update to use DirectX 11. And if i run the directx dialog, it says that my version of directx is 11. If i remember correctly my video card is DirectX 10. compatible. I am using DirectX11 code, now when I add in the shader using hlsl. the function that calls the shader from a file // load and compile the two shaders ID3D10Blob *VS, *PS; D3DX11CompileFromFile( "shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0); D3DX11CompileFromFile( "shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0); when i run this the program crashes, but if i change the 5 in both function calls to a 4, it runs fine. Is this because my video card will not support the hlsl version 5 language? [font="Consolas"][font="Consolas"][font="Consolas"][color="#008000"][font="Consolas"][color="#008000"][font="Consolas"][color="#008000"][/font][/font][/font] [font="Consolas"] [/font] [font="Consolas"][font="Consolas"][/font][/font][/font][/font]
  4. skilz8099

    DX11 DirectX 11

    Hello, I am at the stage of Initializing Direct X 11 and I get an error when trying to call this function and assign it to the buffers pointer. // Get The Address Of The Back Buffer ID3D11Texture2D *pBackBuffer; swapchain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer ); the source compiles fine, it builds fine, but when I run without debugging, I get windows message that the program has stopped working. When I run it with debugging I get this message from Visual Studio 2010 c++ express : Unhandled exception at 0x008917fc in DX11 Tutorial.exe: 0xC0000005: Access violation reading location 0x00000000. Here is the complete code, since this program is in its early development it is all in one .cpp file. // ----------------------------------------------------------------------- // DX11 Tutorial // WinMain.cpp // Coded by Francis R Cugler (c) 2011 // ----------------------------------------------------------------------- // Include Files #include #include // DirectX Headers #include #include #include // Include The Direct3D Library File #pragma comment (lib, "d3d11.lib" ) #pragma comment (lib, "d3dx11.lib" ) #pragma comment (lib, "d3dx10.lib" ) // Global Declarations IDXGISwapChain *swapchain; // The Pointer To The Swap Chain Interface ID3D11Device *dev; // The Pointer To Our Direct3D Device Interface ID3D11DeviceContext *devcon; // The Pointer To Our Direct3D Device Context ID3D11RenderTargetView *backbuffer; // The Pointer To Our Back Buffer // Function Prototypes void InitD3D( HWND hWnd ); // Sets Up And Initializes Direct3D void RenderFrame(); // Renders A Single Frame void CleanD3D(); // Closes Direct3D And Releases Memory // The WindowProc Function Prototype LRESULT CALLBACK WindowProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ); // The Entry Point For Any Windows Program int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { // The Handle For The Window, Filled By A Function HWND hWnd; // This Struct Holds Information For The Window Class WNDCLASSEX wc; // Clear Out The Window Class For Use ZeroMemory( &wc, sizeof(WNDCLASSEX) ); // Fill In The Struct With The Needed Information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor( NULL, IDC_ARROW ); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = "WindwoClass"; // Register The Window Class RegisterClassEx( &wc ); // Calculate The Size Of The Client Area RECT wr = { 0, 0, 800, 600 }; // Set The Size But Not The Position AdjustWindowRect( &wr, WS_OVERLAPPEDWINDOW, FALSE ); // Adjust The Size // Create The Window And Use The Result As The Handle hWnd = CreateWindowEx( NULL, "WindowClass", "Our First Direct3D Program", WS_OVERLAPPEDWINDOW, 300, 300, wr.right - wr.left, // Width Of The Window wr.bottom - wr.top, // Height Of The Window NULL, NULL, hInstance, NULL ); // Display The Window On The Screen ShowWindow( hWnd, nCmdShow ); // Setup And Init Direct3D InitD3D( hWnd ); // Enter The Main Loop: MSG msg; // Wait For The Next Message In The Queue, Store The Result In 'msg' while ( TRUE ) { // Check To See If Any Messages Are Waiting In The Queue if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { // Translate Keystroke Messages Into The Right Format TranslateMessage( &msg ); // Send Messages To The WindowProc Function DispatchMessage( &msg ); // Check To See If It's Time To Quit if ( msg.message == WM_QUIT ) break; } // Render Frame Each Time Through Our Loop RenderFrame(); } // Clean up DirectX And Com CleanD3D(); // Return This Part Of The WM_QUIT Message To Windows return msg.wParam; } // WinMain // ----------------------------------------------------------------------- // This Is The Main Message Handler For The Program LRESULT CALLBACK WindowProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { // Sort Through And Find What Code To Run For The Message Given switch ( message ) { // This Message Is Read When The Window Is Closed case WM_DESTROY: { // Close The Application Entirely PostQuitMessage( 0 ); return 0; } break; } // Handle Any Messages The Switch Statement Didn't return DefWindowProc( hWnd, message, wParam, lParam ); } // WindowProc // ----------------------------------------------------------------------- // This Function Initializes And Prepares Direct3D For Use void InitD3D( HWND hWnd ) { // Creates A Struct To Hold Information About The Swap Chain DXGI_SWAP_CHAIN_DESC scd; // Clear Out The Struct For Use ZeroMemory( &scd, sizeof( DXGI_SWAP_CHAIN_DESC ) ); // Fill The Swap Chain Description Struct scd.BufferCount = 1; // One Back Buffer scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Use 32-bit Color scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // How Swap Chain Is To Be Used scd.OutputWindow = hWnd; // The Window To Be Used scd.SampleDesc.Count = 4; // How Many Multisamples scd.Windowed = TRUE; // Windowsd/Full-Screen Mode // Create A Device, Device Context And Swap Chain Using The Information In The scd Struct D3D11CreateDeviceAndSwapChain ( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &swapchain, &dev, NULL, &devcon ); // Get The Address Of The Back Buffer ID3D11Texture2D *pBackBuffer; swapchain->GetBuffer( 0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer ); // Use The Back Buffer Address To Create The Render Target dev->CreateRenderTargetView( pBackBuffer, NULL, &backbuffer ); pBackBuffer->Release(); // Set The Render Target As The Back Buffer devcon->OMSetRenderTargets(1, &backbuffer, NULL ); // Set The Viewport D3D11_VIEWPORT viewport; ZeroMemory( &viewport, sizeof( D3D11_VIEWPORT ) ); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = 800; viewport.Height = 600; devcon->RSSetViewports( 1, &viewport ); } // InitD3D // ----------------------------------------------------------------------- // // This Is The Function Used To Render A Single Frame void RenderFrame() { // Clear The Back Buffer To A Deep Blue devcon->ClearRenderTargetView( backbuffer, D3DXCOLOR( 0.0f, 0.2f, 0.4f, 1.0f ) ); // Do 3D Rendering On The Back Buffer Here // Switch The Back Buffer And The Front Buffer swapchain->Present( 0, 0 ); } // RenderFrame // ----------------------------------------------------------------------- // // This Is The Function That Cleans Up Direct3D And Com void CleanD3D() { // Close And Release All Existing COM Objects swapchain->Release(); backbuffer->Release(); dev->Release(); devcon->Release(); } If someone can point me in the right direction, could you please help me. If you need to know more about my pc. here is a copy of my system information: OS Name Microsoft® Windows Vista™ Ultimate Version 6.0.6002 Service Pack 2 Build 6002 Other OS Description Not Available OS Manufacturer Microsoft Corporation System Name SKILZ80-PC System Manufacturer INTEL System Model DP45SG System Type X86-based PC Processor Intel® Core™2 Quad CPU Q9650 @ 3.00GHz, 2997 Mhz, 4 Core(s), 4 Logical Processor(s) BIOS Version/Date Intel Corp. SGP4510H.86A.0125.2010.0121.1927, 1/21/2010 SMBIOS Version 2.4 Windows Directory C:\Windows System Directory C:\Windows\system32 Boot Device \Device\HarddiskVolume1 Locale United States Hardware Abstraction Layer Version = "6.0.6002.18005" User Name skilz80-PC\skilz80 Time Zone Central Daylight Time Installed Physical Memory (RAM) 4.00 GB Total Physical Memory 3.24 GB Available Physical Memory 1.20 GB Total Virtual Memory 7.66 GB Available Virtual Memory 5.41 GB Page File Space 4.49 GB Page File C:\pagefile.sys I have Windows SDK, the platform kit to simulate DirectX 11, DirectX's June SDK, and using Visual Studio C++ 2010 express edition. Please feel free to post here or you can email me at skilz8099@gmail.com . Thank You.
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