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qqicq

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About qqicq

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  1. Hi everyone. I am currently working on ray picking stuffs and I am happy and successfully done ray picking with static mesh. But now, I found that my ray picking code, which is commonly posted on the internet and in the DirectX sdk demo (the D3DXIntersect()), cannot work in animated mesh, like characters. So, what should I change the code so that I can pick the animated mesh accurately? Thanks all guys!
  2. Dear all, Recently, I have read a book "Programming Role Playing Games with DirectX,.2nd.Edition" and using the core_graphics.cpp in the book. But I encountered a problem on it. The compiler said that it cannot found IDirectXFile* struct, and after I search on the internet, I found that DX9.0c have change IDirectXFile* to ID3DXFile*. But I still have some problem on it. IDirectXFileDataReference << How can I change this type to something like "ID3DXFileDataReference" as it does not exist Also, how to change IDirectXFileObject this object? Actually, does anyone have successfully adapt the core_graphics.cpp to 9.0c version? Thanks a lot, gogogo
  3. Thanks to your reply, but I still have a question on that. You say we can just blit the portion of the big background, but how to deal with the rough scene model?, If we just use world transform to move the scene model, I think the perspective angle must be different to the portion in the bg. For example, I have a tower in the left side in my bg, after I blit the portion of the left part, and I transform my scene model so that the left part is place in the middle to the camera. As the bg is already rendered, the perspective will not match with the real-time model now. So, how can I solve this? Thanks
  4. Sorry...May be my expression is not good enough... ok I have 2 classes, one is called A and another is called B. I have 2 pairs of header and cpp files, A.h, A.cpp, B.h, B.cpp In class A, I have a method C. Within the method C, I call method D which declare in class B eg: void A::C(B* b) { b->D(this); } which means that C() need to pass a pointer of B and D() need to pass a pointer of A. The question is, how can I do that? Because I cannot compile my code since the header file cannot recognize the classes. eg: If I include A.h first in B.cpp, A.h cannot recognize the class B and vice [font=arial, sans-serif][size=2]versa[/font]. Thanks
  5. [color=#1C2837][size=2]Hi all, [color=#1C2837][size=2]I have a class, say A and another class B. [color=#1C2837][size=2]In class A, I have a method C. inside this method, I will call method D from B [color=#1C2837][size=2]ie: A::C() { [color=#1C2837][size=2] b.D(A* a) // b is intance of B [color=#1C2837][size=2]} [color=#1C2837][size=2] [color=#1C2837][size=2]But as you see, the method D need a parameter which is a pointer of class A [color=#1C2837][size=2] [color=#1C2837][size=2]How can I do that? [color=#1C2837][size=2] [color=#1C2837][size=2]The header files sequence cannot provide me this way to program! [color=#1C2837][size=2] [color=#1C2837][size=2]Thanks all, gogogo [color="#1c2837"]
  6. But in FF7, it seems the camera is not orth and is perspective Am I right? Thanks
  7. But I noticed that FF7 was using pre-rendered technique and it can scroll!! How they can do that? Thanks
  8. Hi all, I am now trying to create a simple, demo rpg using the pre-rendered scene (2d background) technique. I know the basic rendering process of the pre-rendered scene: first using a 3d modeling tool to create the 3D scene then render it as a still picture and use it as the pre-rendered scene. I also use a "rough" model of the scene and get the z-value from the rough model to enable collision detection. However, the question comes here, how can I scroll the pre-rendered scene? As I know, if I just move the camera, the perspective of the 3d model will change so that the 2D pre-rendered scene may not match to the rough 3D model. So, I want to know how can I scroll a pre-rendered scene perfectly if my scene is very large. Thanks all, gogogo
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