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About BinaryDeadBeef

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  1. I am trying to create a dynamic UI that operates in my scene graph. It is comprised of planes in 2D space, that I wish to be able to interact with and move about.   To test this I have been trying to get the location of a 2D plane in 3D space, facing the camera -5.0f units away to align with the positon of the mouse ( from this I can then click and drag UI elements, interact with elements etc.), however, I am unable to align the place correctly, as it overshoots the current location of the mouse pointer.   I have googled extensively and experimented, but to no avail.   Here is my mouse unproject code:    void mouse::unProjectMouse(float width, float height, camera* viewportCamera) { if(NULL == viewportCamera) { std::cout<<CNTRLCALL<<"camera failed! failed to un-project mouse"; } else { GLfloat pixelDepth; glReadPixels((GLint)mouseX, (GLint)mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pixelDepth); glm::vec4 viewport = glm::vec4(0.0f, 0.0f, width, height); glm::mat4 tmpView = viewportCamera->updateView(); glm::mat4 tmpProj = viewportCamera->updateProjection(); glm::vec3 screenPos = glm::vec3(mouseX, height-mouseY, pixelDepth); glm::vec3 worldPos = glm::unProject(screenPos, tmpView, tmpProj, viewport); //worldPos = worldPos / (worldPos.z * -1.0f); mouseWorldX = worldPos.x; mouseWorldY = worldPos.y; mouseWorldZ = worldPos.z; } }   and the code from the camera for the View and Projection: glm::mat4 camera::updateProjection(){return glm::perspective(m_fieldOfView, m_aspectRatio, m_nearPlane, m_farPlane);} glm::mat4 camera::updateView(){return camOrientation() * glm::translate(glm::mat4(), -m_cameraPosition);}     Many thanks
  2. hwnd issues relating to DirectX10 project framework

    The issue has been resolved. The HWND element in create a window was not communicating with createdeviceandswapchain outPutwindow
  3. hwnd issues relating to DirectX10 project framework

    Thanks for the replies so far, I've applied what you've all said, eliminated those problems. But now there's 'this', a picture will convery the information better perhaps: [url=""][img][/img][/url]
  4. hwnd issues relating to DirectX10 project framework

    I wrote the application frame work out again, I'm down this error now: m_dxd3d CXX0030: expression cannot be evaluated. When called from my render method: void dxSystem::render() { m_dxd3d->beginScene(); m_dxd3d->endScene(); } my render method is what is called in winMain.cpp begin scene just contain the standard functions: ClearRenderTargetView() ClearDepthStencilView() and Present() Thanks
  5. hwnd issues relating to DirectX10 project framework

    I'm currently rewriting large areas of the framework, trying to eliminate issues with resources not getting allocated correctly. This should hopefully narrow the problem down.
  6. I have just written my application frame work again, I am however, currently experiences error relating to hwnd. I've been debugging my program for a couple of hours now, seems like I am out of options, I would appreciate it someone more experienced than I could look over the code and throw me some indications as to were my problems have arisen from. tl;dr hwnd problem, need help The problem currently 'seems' related to: swapChainDesc.OutputWindow = *hWnd; I am left with an access read violation error My code is organised such that: dxGeometry->dxD3D.h->dxSystem->winMain Screenshot of output: [url=""][img][/img][/url] dxGeometry.h [url=""][/url] dxD3D.h [url=""][/url] dxSystem.h [url=""][/url] winMain.cpp [url=""][/url] A direct download of the application: [url=""][/url] Many thanks guys.