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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. The issue has been resolved. The HWND element in create a window was not communicating with createdeviceandswapchain outPutwindow
  3. 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="http://postimage.org/image/b36kt0uen/"][img]http://s11.postimage.org/b36kt0uen/Error_report.jpg[/img][/url]
  4. 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. 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="http://postimage.org/image/55w7tk1tn/"][img]http://s9.postimage.org/55w7tk1tn/Autos.jpg[/img][/url] dxGeometry.h [url="http://pastebin.com/DaifJK15"]http://pastebin.com/DaifJK15[/url] dxD3D.h [url="http://pastebin.com/d0RMmNvK"]http://pastebin.com/d0RMmNvK[/url] dxSystem.h [url="http://pastebin.com/a28BV8AX"]http://pastebin.com/a28BV8AX[/url] winMain.cpp [url="http://pastebin.com/3c9sGcv5"]http://pastebin.com/3c9sGcv5[/url] A direct download of the application: [url="http://hotfile.com/dl/136477984/3be"]http://hotfile.com/dl/136477984/3be[/url] Many thanks guys.