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NeonLibra

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About NeonLibra

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  1. NeonLibra

    [DX] Pixel Units

    Ah yes, I remember this. Never had to put it into practice until now. Thank you again MJP!
  2. NeonLibra

    [DX] Pixel Units

    No, not quite that complicated. Say I want to display an image as it is pixel for pixel replication of the original. So when setting up the camera/perspective how do I know how far to set it from the textured quad?
  3. NeonLibra

    [DX] Pixel Units

    I'm not sure how to ask this, or if this is more of a "theory" topic, but I'd like some input how to display a 2D perspective pixel for pixel. I understand how to map textures to quads and such, but it's my understanding that 1 object unit is not 1 pixel, for example. Any input or guidance would be appreciated.
  4. NeonLibra

    [DX10] 2D Camera Control

    So while I have not sat idly by awaiting an answer spoon fed to me, I have made at least some headway. I have further questions (of course . So I'm using D3DXMatrixLookAtLH to create my "view" matrix, and D3DXMatrixOrthoLH to create my "perspective" matrix. I've been able to pan adjusting the "eye" parameter which makes sense to me, however I am still unable to scale. I can "fake" or effectively scale changing the volume dimension parameters of D3DXMatrixOrthoLH. I'm not sure if this is the way to do it, or if there is a better logical approach. Any tips?
  5. I've managed to get my textured quads displaying properly but I'm not sure which DX functions I should be using for my camera control. After reading many topics here, and elsewhere there was a recommendation for the use of the ortho projection matrix. However since this flattens the z axis I don't seem to understand how to get zooming to work naturally. This also presents the simple issue of panning the view, since the D3DXMatrixOrthoLH function doesn't have any origin parameters. Should I be using perspective or ortho projections for 2D views, I guess is the answer I'm looking for.
  6. NeonLibra

    [DX10] FX File Deployment

    Since I'm obviously new to this whole world of programming and skimming through various tutorial libraries I don't see a lot of discussion on this, I have another question. Is it possible to contain this within the binary? Keep everything nice and self contained, etc. I honestly wasn't aware that it's possible to use another effects framework. I guess this relates to the question in a previous thread, to which I would amend. What's the simplest way to display a spliced photo/image onto a quad. I don't obviously possess the ability or knowledge to even begin a search on this it would seem as my attempts have been futile. With the answer you have given me, about not being bound to the DirectX (or HLSL?) effects system, my desired function seems incredibly simple, and it would seem to me, again with an obvious lack of understanding, that the DirectX effects system is incredibly complex for what I need. Going through the Microsoft tutorials, I don't find a link between them and what I seek. I'm perfectly capable of reading, if there are better sources I would appreciate a direction. As much as I might appreciate a handout, I am not seeking one. This isn't for any coursework, I'm merely a hobbyist that's never done anything with graphics programming since the Mode13 days.
  7. I'm still wholly and completely new to graphics programming in general, let alone DirectX 10+. I did scan through the FAQ for this and honestly any search time I tried online related "FX" to the Java UI framework. If there is a better term to describe these files I'd love to hear it. I'm wondering how seasoned hobbyists, and professionals deal with FX file deployment, since any of the DX applications that I have on my machines expose no FX file in their flat file installation. Also, a side hobbyist question. Why aren't these FX files exposed to the end users? It seems like having these available to the end user would be a source of modding "fun".
  8. NeonLibra

    DX10 Basics

    It seems like it's really not worth it to try and circumvent the HLSL requirement for something as simple (simple to me!) displaying a static image. Thank you though, you seem like a wealth of information when I need to do real stuff.
  9. NeonLibra

    DX10 Basics

    I did read a briefing on it being possible to do everything without the "effect" file, but I guess I'm wondering how complicated is it exactly to do this for simply displaying images?
  10. NeonLibra

    DX10 Basics

    Obviously I'm not looking for tutorials, and I hope I don't waste anyone's time. I've found countless well crafted tutorials, and well just sources of information that I've found to be really helpful. However, in DirectX 10 I've hit a minor stumbling block in basic understanding. I'm interested in implementing a very basic graphic application involving, more or less, hardware accelerated image manipulation. Not looking for anything excessive at all but in the tutorials I've gone through now, I keep seeing the same calls to generating a "technique" or the "effect". What I want to know is how is this required for mapping a texture to a quad? Which I believe I understand in the DX9 world. Why do I need even a simple ".fx" file when all I want to do is display an image (texture, I know)?
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