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anders211

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  1. Generally D3DLOCK_DISCARD is described as below: D3DLOCK_DISCARD indicates that the application does not need to keep the old vertex or index data in the buffer. If the graphics processor is still using the buffer when lock is called with D3DLOCK_DISCARD, a pointer to a new region of memory is returned instead of the old buffer data. This allows the graphics processor to continue using the old data while the application places data in the new buffer. No additional memory management is required in the application; the old buffer is reused or destroyed automatically when the graphics processor is finished with it. Note that locking a buffer with D3DLOCK_DISCARD always discards the entire buffer, specifying a nonzero offset or limited size field does not preserve information in unlocked areas of the buffer. OK so D3DLOCK_DISCARD doesn't return data only a pointer to a new memory graphic card address which has to be fully initialized by me before unlock() is done.
  2. Problem is solved when I use 0 flag instead of D3DLOCK_DISCARD. As I use this Lock in setup before rendering scene in order to initialize mesh it is OK to me using 0 instead of D3DLOCK_DISCARD. However if anybody has an idea why D3DLOCK_DISCARD mess up my mesh please share your suspicion.
  3. I thought the problem is with Intel GMA graphic card that software vertex processing has to be used but I have the same issue with my PC where Nvidia GT440 graphic card is installed. Here for sure hardware vertex processing can be used. I narrowed down the issue. The issue occurs only when I do: 1. Load mesh from x file 2. do: void* dataVB = NULL; if(FAILED(pVB->Lock(0, 0, &dataVB, D3DLOCK_DISCARD)))  throw runtime_error("Goalnet::addToNetMeshVertexIndices::Lock"); /*float* data = (float *) dataVB; for(u32 i=0; i<mNet.mesh->GetNumVertices(); ++i) {           u32 x = i;   memcpy(&data[9*i+8], &x, 4);    mVertexPos[i] = D3DXVECTOR3(data[9*i],data[9*i+1],data[9*i+2]); }*/ if(FAILED(pVB->Unlock())) throw runtime_error("Goalnet::addToNetMeshVertexIndices::Unlock"); 3. Render with my effect file/shaders   When step 2 is skipped my graphic is rendered as in windows 32bit. So it seems like invoking vertex buffer lock and vertex buffer unlock triggers issue. Issue isn't triggered by memcpy because I put it in comments and the problem still occurs. So it is lock/unlock. Anyone knows how to solve the issue? Maybe graphic card returns from its RAM to PC RAM values in 32 bits when doing Lock but when doing unlock it gets values as 64 bits and this makes graphic distorted? Exceptions aren\t invoked.
  4. In order to load not compiled effect file You use function D3DXCreateEffectFromFile. In order to load comipled shader file You do: byte * data = loadFile("compiledShaderFile.fxc"); IDirect3DPixelShader9 *ps = NULL; HRESULT hr = device->CreatePixelShader(data, ps); The similar history with compiled vertex shader.   But how to load compiled effect file? I didn't find the similar method. The problem with D3DXCreateEffectFromFile is that I cannot tell this method to compile effect file with x64 compiler.  
  5. Anyone knows at least some game C++ company which is user friendly and can help me? Because for sure there must exist some people on the world who knows how to solve such issues. 
  6. Hi When You work in 32-bit windows environment with coding your application and you are using shaders and do compilation in the code with the aid of: D3DXCompileShaderFromFile then everything might work as expected. However when You move your project to 64-bit windows environment and you compile it for win32 or x64 then you might suffer very strange problems with your graphics which are generated by your shaders.  Actually when I use none shaders and move my code to windows 64-bit from 32-bit win env PC then it is no matter if I use as active build win32 or x64. The code works the same. [attachment=31785:x3264.png] The only change between win32 and x64 which I manually had to introduced is the below red lines (x64 instead of x86): [attachment=31784:changingconfiguration.png]   The problem begins when You use shaders. Thereare problems like described in this post thread: http://www.gamedev.net/topic/677347-meshes-rendered-with-the-aid-of-shaders-corrupted-in-windows-64-bit/ I thought it is issue with intel gma card, however now I have the same problem with my PC with nvidia GT440 graphic card. My problems depends on that no matter if I choose win32 or x64 build configuration, there are many distortions in graphic which is generated by shaders and this happens only in x64 windows environment. I think that the solution is to tell visual studio to use x64 shader compiler instead of win32. But I don't know how to do that because I have never done this and on website there are unclear hints how to do this.Could anyone share me the secret? Here are compilers: [attachment=31787:foundCompilers.png] Which one to choose and where to put it? What and where to change additionally in visual studio settings?
  7. OK problem solved. The rootcause is that really for Intel graphic card I should used software vertex processing not hardware one, as graphic card doesn't support shaders. Here is article about that: https://software.intel.com/en-us/articles/intel-gma-3000-and-x3000-developers-guide So my code and shader is OK and there is none any bug in it. Thanks all for hints and help.
  8. OK, I am pasting as much code as possible, but not too much in order to put focus only on the code regarded the problem: //prepare effect file responsible for rendering net: //do once at setup scene D3DXMatrixPerspectiveFovLH(&d3d::MatProj, D3DXToRadian(45), 1.6f, 0.1f, 1000); filename = "shaders\\ePosNorTexIndex.fx"; if(eEffects[id]->createEffect((char *)filename.c_str(),D3DXSHADER_DEBUG|D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3DXSHADER_SKIPOPTIMIZATION) == NOK)  return NOK; eEffects[posNorTexIndex]->setParameterByName("mtrl", p_Mtrl); eEffects[posNorTexIndex]->setParameterByName("lightStr", p_LightStr); eEffects[posNorTexIndex]->setParameterByName("MatWorld", p_MatWorld); eEffects[posNorTexIndex]->setParameterByName("MatWorldInvTrans", p_MatWorldInvTrans); eEffects[posNorTexIndex]->setParameterByName("MatWVP", p_MatWVP); eEffects[posNorTexIndex]->setParameterByName("textura", p_Textura); //texture eEffects[posNorTexIndex]->setTechniqueByName("Medium", p_Medium); //texture eEffects[posNorTexIndex]->setTechniqueByName("High", p_High); //texture eEffects[posNorTexIndex]->setTechnique(p_Medium); //set by default Medium details eEffects[posNorTexIndex]->setParameterByName("toCam", p_toCam); eEffects[posNorTexIndex]->setParameterByName("MatWorldBone", p_MatWorldBone); eEffects[posNorTexIndex]->setParameterByName("delta", p_Delta); ... Effect::getEffects(Effect::posNorTexIndex)->setValue(Effect::p_LightStr, (void *) &lightSource, sizeof(LightStr)); ... ...  //do each frame at the beginning of render: ... MatView = cam->GetCamView(); D3DXMATRIX MatViewProj = MatView * d3d::MatProj; D3DXMatrixIdentity(&MatWorld);  // my MatWorld is unit matrix D3DXMATRIX MatWorldInv, MatWorldInvTrans; D3DXMatrixInverse(&MatWorldInv, 0, &MatWorld); D3DXMatrixTranspose(&MatWorldInvTrans, &MatWorldInv); D3DXMATRIX MatWVP = MatWorld*MatViewProj; ... Effect::getEffects(Effect::posNorTexIndex)->setMatrix(Effect::p_MatWorld, &MatWorld); Effect::getEffects(Effect::posNorTexIndex)->setMatrix(Effect::p_MatWorldInvTrans, &MatWorldInvTrans); Effect::getEffects(Effect::posNorTexIndex)->setMatrix(Effect::p_MatWVP, &MatWVP); Effect::getEffects(Effect::posNorTexIndex)->setFloatArray(Effect::p_toCam, (float *)cam->GetCamPos(), 3); ... //draw net which is movable object Effect* effect = Effect::getEffects(Effect::posNorTexIndex); effect->activateTechnique(); effect->begin(); effect->setFVF(); effect->setMatrix(Effect::p_MatWorldBone, &mMatOrientation); effect->setFloatArray(Effect::p_Delta, &mDelta[0].x, 3*MAX_NET_VERTICES); //set table to 0 for debugging purposes,MAX_NET_VERTICES = 120 for(u32 i=0; i<mNet.subsets; ++i)  {    //Set material    Mtrl mtrl = Mtrl(mNet.mat.at(i).Ambient, mNet.mat.at(i).Diffuse, mNet.mat.at(i).Specular, mNet.mat.at(i).Power);    effect->setValue(Effect::p_Mtrl, (void *) &mtrl, sizeof(Mtrl));    //Set textures    effect->setTexture(Effect::p_Textura, mNet.texture.at(i));    //Draw mesh subset    for(u32 j=0; j<effect->getNumPasses(); ++j)    {        effect->beginPass(j);        if(mNet.mesh != NULL)            mNet.mesh->DrawSubset(i); //this one is invoked        else            mNet.pmesh->DrawSubset(i);    effect->endPass();    } } effect->end(); ... Most of method from Effect class: ID3DXEffect* effect; //I have this one in my Effect class ... void Effect::setTechniqueByName(const char *tech, effectTech id) { if(id < p_TechMax) techniques[id] = effect->GetTechniqueByName(tech); else { ::MessageBox(NULL,"Error in Effect::setTechniqueByName()", "Error", MB_OK|MB_ICONWARNING); return; } } void Effect::setTechnique(effectTech id) { if(id < p_TechMax) if(techniques[id] != NULL) { technique = techniques[id]; return; } ::MessageBox(NULL,"Error in Effect::setTechnique() - new technique not set", "Error", MB_OK|MB_ICONWARNING); } void Effect::setFloat(effectPar id, float &x) { effect->SetFloat(parameter[id], x); } void Effect::setBool(effectPar id, bool &x) { effect->SetBool(parameter[id], x); } void Effect::setInt(effectPar id, i32 &x) { effect->SetInt(parameter[id], x); } void Effect::setVector(effectPar id, D3DXVECTOR4* x) { effect->SetVector(parameter[id], x); } void Effect::setMatrix(effectPar id, D3DXMATRIX* x) { effect->SetMatrix(parameter[id], x); } void Effect::setFloatArray(effectPar id, float* x, u32 size) { effect->SetFloatArray(parameter[id], x, size); } void Effect::setBoolArray(effectPar id, i32* x, u32 size) { effect->SetBoolArray(parameter[id], x, size); } void Effect::setIntArray(effectPar id, i32* x, u32 size) { effect->SetIntArray(parameter[id], x, size); } void Effect::setVectorArray(effectPar id, D3DXVECTOR4* x, u32 size) { effect->SetVectorArray(parameter[id], x, size); } void Effect::setMatrixArray(effectPar id, D3DXMATRIX* x, u32 size) { effect->SetMatrixArray(parameter[id], x, size); } void Effect::setValue(effectPar id, void* x, u32 size) {     effect->SetValue(parameter[id], x, size); } void Effect::setTexture(effectPar id, IDirect3DTexture9 *texture) { effect->SetTexture(parameter[id], texture); } void Effect::getTechniqueByName(const char *technique) { this->technique = effect->GetTechniqueByName(technique); } RetCode Effect::validateTechnique() {    HRESULT hr;    if(technique != NULL)   hr = effect->ValidateTechnique(technique);    else    return NOK;    if(FAILED(hr))   return NOK;    return OK; } void Effect::activateTechnique() { effect->SetTechnique(technique); } u32* Effect::begin(DWORD flag) { //Flag - 0, D3DXFX_DONOTSAVESTATE, D3DXFX_DONOTSAVESHADERSTATE effect->Begin(&numPasses, flag); return &this->numPasses; } void Effect::end() { effect->End(); } void Effect::beginPass(u32 i) { if(i < numPasses) effect->BeginPass(i); else ::MessageBox(NULL, "Effect():beginPass() - number of passes exceeded!", "Error", MB_OK); } void Effect::endPass() { effect->EndPass(); } u32 Effect::getNumPasses() const { return numPasses; } D3DXHANDLE Effect::getParameter(effectPar id) { if(id < p_Max) if(parameter[id] != NULL) return parameter[id]; ::MessageBox(NULL,"Error in Effect::getParameter()", "Error", MB_OK|MB_ICONWARNING); return NULL; } void Effect::setParameterByName(const char *param, effectPar id) { if(id < p_Max) parameter[id] = effect->GetParameterByName(0, param); else { ::MessageBox(NULL,"Error in Effect::setParameterByName()", "Error", MB_OK|MB_ICONWARNING); return; } } D3DXHANDLE Effect::getTechnique(effectTech id) { if(id < p_TechMax) if(techniques[id] != NULL) return techniques[id]; ::MessageBox(NULL,"Error in Effect::getTechnique()", "Error", MB_OK|MB_ICONWARNING); return NULL; } void Effect::setFVF()  { if(pVDecl != NULL) pDev->SetVertexDeclaration(pVDecl); //it is d3d::declPosNorTexBlend1 } //it is defined as below: const D3DVERTEXELEMENT9 declPosNorTexBlend1[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 32, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0}, D3DDECL_END() };       ePosNorTexIndex.fx content: (delta table is for making net moving when for example ball hits it. For debugging purposes I init this table to 0.120 is the number of vertices in mesh. Each mesh has in vertex buffer "index". For debugging purposes I also tested net mesh without this index in vertex buffer with effect file without delta variable. The results were the same, so this might be excluded from causing the bug. I used Mediium technique. uniform extern float4x4 MatWorld; uniform extern float4x4 MatWorldInvTrans; uniform extern float4x4 MatWVP; uniform extern float3 toCam; uniform extern float4x4 MatWorldBone; uniform extern float3 delta[120]; struct Mtrl { float4 Ambient; float4 Diffuse; float4 Specular; float  Power; }; struct LightStr { float4 Ambient; float4 Diffuse; float4 Specular; float3 Direction;  //direction into the source light }; uniform extern Mtrl     mtrl; uniform extern LightStr lightStr; uniform extern texture textura; sampler Sampl = sampler_state { Texture = <textura>; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU  = WRAP;     AddressV  = WRAP; }; //Vertex Shader input struct VS_INPUT {     float3 position    : POSITION; //bind space     float3 normal      : NORMAL;     float2 coord       : TEXCOORD; int    index       : BLENDINDICES; }; //Vertex Shader outputs struct VS_OUTPUT_MEDIUM {     float4 position  : POSITION;     float4 diffuse   : COLOR;     float2 coord     : TEXCOORD; }; struct VS_OUTPUT_HIGH {     float4 position  : POSITION;     float3 normal    : TEXCOORD0; float3 toCam : TEXCOORD1;     float2 coord     : TEXCOORD2; }; //Pixel Shader inputs struct PS_INPUT_MEDIUM {     float4 diffuse : COLOR;     float2 coord   : TEXCOORD; }; struct PS_INPUT_HIGH { float3 normal    : TEXCOORD0; float3 toCam : TEXCOORD1;     float2 coord     : TEXCOORD2; }; //Shaders for MEDIUM level of details VS_OUTPUT_MEDIUM BlendMediumVS(VS_INPUT input) { VS_OUTPUT_MEDIUM output = (VS_OUTPUT_MEDIUM)0; //output position float4 pos = mul(float4(input.position, 1.0f), MatWorldBone); pos.x += delta[input.index].x; pos.y += delta[input.index].y; pos.z += delta[input.index].z; // Transform to homogeneous clip space. output.position = mul(pos, MatWVP); //Output diffuse     float4 normal = mul(float4(input.normal, 0.0f), MatWorldBone);     normal.w = 0.0f;     // Transform to World space     normal = mul(normal, MatWorldInvTrans);       normal = normalize(normal);     // Light calculation     float4 LightDirection = float4(lightStr.Direction, 0.0f);     float s = dot(LightDirection, normal);     if(s < 0.0f) s = 1.0f; //cosinus <-1,1>     output.diffuse = (mtrl.Ambient * lightStr.Ambient) +                      (s * (lightStr.Diffuse * mtrl.Diffuse)); //alpha from ambient is taken      // Forward texture coordinate     output.coord = input.coord;     return output; } vector BlendMediumPS(PS_INPUT_MEDIUM input) : COLOR { // sample appropriate textures vector texColor = tex2D(Sampl, input.coord); // combine texel colors vector pixelColor = input.diffuse * texColor; return pixelColor; } //Shaders for HIGH level of details VS_OUTPUT_HIGH BlendHighVS(VS_INPUT input) { VS_OUTPUT_HIGH output = (VS_OUTPUT_HIGH)0;          //output position     float4 pos = mul(float4(input.position, 1.0f), MatWorldBone); pos.x += delta[input.index].x; pos.y += delta[input.index].y; pos.z += delta[input.index].z; // Transform to homogeneous clip space. output.position = mul(pos, MatWVP); //Output diffuse     float4 normal = mul(float4(input.normal, 0.0f), MatWorldBone);     normal.w = 0.0f; // Transform normal to world space. output.normal = mul(normal, MatWorldInvTrans).xyz; // Transform vertex position to world space. float3 posVert  = mul(pos, MatWorld).xyz; // Compute the vector from the vertex to the camera. output.toCam = toCam - posVert; // Forward texture coordinate     output.coord = input.coord; return output; } vector BlendHighPS(PS_INPUT_HIGH input) : COLOR { // Interpolated normals can become unnormal--so normalize. input.normal = normalize(input.normal); input.toCam  = normalize(input.toCam); // Compute the reflection vector. float3 r = reflect(lightStr.Direction, input.normal); // Determine how much (if any) specular light makes it into the eye. float t  = pow(max(dot(r, input.toCam), 0.0f), mtrl.Power); // Determine the diffuse light intensity that strikes the vertex. float s = max(dot(lightStr.Direction, input.normal), 0.0f); // Compute the ambient, diffuse and specular terms separatly.  float3 specular = t*(mtrl.Specular*lightStr.Specular).rgb; float3 diffuse = s*(mtrl.Diffuse*lightStr.Diffuse).rgb; float3 ambient = (mtrl.Ambient*lightStr.Ambient).rgb; // sample appropriate textures vector texColor = tex2D(Sampl, input.coord); // Combine the color from lighting with the texture color. float3 color = (ambient + diffuse)*texColor.rgb + specular; // Sum all the terms together and copy over the diffuse alpha.     return float4(color, mtrl.Diffuse.a*texColor.a); //alpha from texture and diffuse material } technique Medium {     pass P0     { vertexShader = compile vs_2_0 BlendMediumVS();         pixelShader  = compile ps_2_0 BlendMediumPS(); CullMode = None;         AlphaRef = 1;         AlphaFunc = GreaterEqual;         AlphaTestEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; BlendOp = Add; ColorOp[0] = SelectArg1;         ColorArg1[0] = Texture;         AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaOp[1] = Disable;         ColorOp[1] = Disable;     } } technique High {     pass P0     { vertexShader = compile vs_2_0 BlendHighVS();         pixelShader  = compile ps_2_0 BlendHighPS(); CullMode = None;         AlphaRef = 1;         AlphaFunc = GreaterEqual;         AlphaTestEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; BlendOp = Add; ColorOp[0] = SelectArg1;         ColorArg1[0] = Texture;         AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; AlphaOp[1] = Disable;         ColorOp[1] = Disable;     } }
  9. I have already solved the problem. The solution is to use software vertex processing instead of hardware vertex processing when creating d3d device at the beginning of program initialization. I don't know why it helps, because for my notebook GetDeviceCaps functions return D3DDEVCAPS_HWTRANSFORMANDLIGHT what means device supports transformation and lighting in hardware. If anyone has idea it is the right solution and hardware vertex processing really shouldn't work on my notebook please comment. Graphic card is Intel GMA 4500 (notebook Dell Latitude E5400). This makes also a little problem because what condition should now I used in order to choose for user vertex/hardware processing as we see " if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)" is not good choice.   //Get device capabilities    D3DCAPS9 caps;     i32 vp = 0;    pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);    if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)       vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;//I removed this one D3DCREATE_HARDWARE_VERTEXPROCESSING; and helped it solved problem for my notebook    else    {   MessageBox(hWnd,"Attention: Software vertex processing will be used","Game",MB_OK|MB_ICONWARNING);   vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;    } ... ...    retVal = pD3D->CreateDevice(AdapterToUse, DeviceType, hWnd, vp, &d3dpp, &pDev);
  10. I used DirectX SDK PIX in order to debug shader and there is none any strange error apart from "unredundant SetRenderStates or sthm like that". Here is my code: RetCode Effect::createEffect(const char* fileName,DWORD flag) { ID3DXBuffer* errBuff = NULL; //flag 0, D3DXSHADER_DEBUG, D3DXSHADER_SKIPVALIDATION, D3DXSHADER_SKIPOPTIMIZATION, D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, D3DXSHADER_USE_LEGACY_D3DX9_31_DLL //effect - pointer to the ID3DXEffect interface HRESULT hr = D3DXCreateEffectFromFile(pDev,fileName,NULL,NULL,flag,NULL,&effect,&errBuff);                                 //no preprocessor definitions //no ID3DXIncluse interface //do not share parameters // output any error messages if(errBuff) {     ::MessageBox(NULL, (char*)errBuff->GetBufferPointer(), "Error", MB_OK);     errBuff->Release();     errBuff = NULL; } if(FAILED(hr)) {     d3d::CheckError(hr, "Effect::D3DXCreateEffectFromFile()");     return NOK; } return OK; } I used flags: D3DXSHADER_DEBUG|D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3DXSHADER_SKIPOPTIMIZATION Moreover I think on win32 xp I used also directX 10 HLSL compiler (despite I didn't have installed directX10) as it is written in documentation: Beginning with the December 2006 SDK, the DirectX 10 HLSL compiler is now the default compiler in both DirectX 9 and DirectX 10. See Effect-Compiler Tool for details.     Part of my effect file (the body implementation should be OK): //Vertex Shader input struct VS_INPUT {     float3 position    : POSITION; //bind space     float3 normal      : NORMAL;     float2 coord       : TEXCOORD; }; //Vertex Shader outputs struct VS_OUTPUT_MEDIUM {     vector position  : POSITION;     vector diffuse   : COLOR;     float2 coord     : TEXCOORD; }; //Pixel Shader inputs struct PS_INPUT_MEDIUM {     vector diffuse : COLOR;     float2 coord   : TEXCOORD; }; technique Medium {     pass P0     {         vertexShader = compile vs_2_0 BlendMediumVS();         pixelShader  = compile ps_2_0 BlendMediumPS();     } }
  11. OK thanks, I will check if issue is resolved when adding flag D3DXSHADER_USE_LEGACY_D3DX9_31_DL because on Win7 x64 default shader compiler is DIRECTX 10 HLSL. I I couldn't check that because shader is not compiling with this flag.
  12. Hi I have 2 computers at home. So far for about 5 years I have worked on my stationary PC with Windows XP 32 bit. I have shader files and some meshes in my game and they are rendered OK on my Win XP 32 bit machine. I am using here Visual Studio 2005. Today I installed Windows7 64 bit on my second computer - notebook. It has integrated graphic card but it supports pixel 1.1/vertex shader 2.0 which I used in my code when compiling shaders. I installed Visual Studio 2013, then move my source files to notebook, configure settings for DirectX 9.0 June SDK (add d3d9.lib, d3dx9.lib). I still use x86 not x64 lib because compiler doesn't see directx9 functions. My source files are compilable.   The problem is that each mesh which is rendered in my game with effect file/shader (not fixed function pipeline) is corrupted. Here example of football gate where net mesh is corrupted: [attachment=31243:problemWithShaders.png] The similar artefact is with my animation character. Meshes rendered with the aid of fixed function pipeline are OK (like posts, crossbar, ball on above figure). Any hint what might be wrong?
  13. Hi I noticed that when fovy is 90 then the below issue is observed when I rotate camera around right camera vector.    D3DXMatrixPerspectiveFovLH(&d3d::MatProj, D3DXToRadian(45), 1.6f, 0.1f, 1000); The issue dissapear when I use fovy = 45. Could anybody check and comment that really my code for making rotation is OK and the issue is really connected with fovy=90?    Before rotation: [attachment=31076:before.JPG]   After pitch rotation (rotation around right camera vector): [attachment=31077:afterPitchRotation.JPG] We see that post ends at the ground are narrowed down to inside whereas post ends at crossbarr are expanded to outside. This is distortion.   My code which recalculates view matrix after rotation about some angle is made. void Camera::Pitch(float angle) { D3DXMATRIX T; D3DXMatrixRotationAxis(&T, &right[curCamView], angle); // rotate up and look around right vector D3DXVec3TransformCoord(&up[curCamView],&up[curCamView], &T); //up=up*T i tak by up(x,y,z,w) w = 1  D3DXVec3TransformCoord(&look[curCamView],&look[curCamView], &T); } void Camera::SetViewMatrix(CameraView cam) { if(cam >= MaxCams) return; // Keep camera's axes orthogonal to each other: D3DXVec3Normalize(&look[cam], &look[cam]); D3DXVec3Cross(&up[cam], &look[cam], &right[cam]); D3DXVec3Normalize(&up[cam], &up[cam]); D3DXVec3Cross(&right[cam], &up[cam], &look[cam]); D3DXVec3Normalize(&right[cam], &right[cam]); // Build the view matrix: float x = -D3DXVec3Dot(&right[cam], &pos[cam]); float y = -D3DXVec3Dot(&up[cam], &pos[cam]); float z = -D3DXVec3Dot(&look[cam], &pos[cam]); MatView[cam](0, 0) = right[cam].x; MatView[cam](0, 1) = up[cam].x; MatView[cam](0, 2) = look[cam].x; MatView[cam](0, 3) = 0.0f; MatView[cam](1, 0) = right[cam].y; MatView[cam](1, 1) = up[cam].y; MatView[cam](1, 2) = look[cam].y; MatView[cam](1, 3) = 0.0f; MatView[cam](2, 0) = right[cam].z; MatView[cam](2, 1) = up[cam].z; MatView[cam](2, 2) = look[cam].z; MatView[cam](2, 3) = 0.0f; MatView[cam](3, 0) = x; MatView[cam](3, 1) = y; MatView[cam](3, 2) = z; MatView[cam](3, 3) = 1.0f; }
  14. Everything works correct with the below code:   void GUI::EnterMsgLoop() { MSG msg; ::ZeroMemory(&msg, sizeof(MSG)); static DWORD lastTime = timeGetTime(); bool Run = true; while(Run) {     if (::PeekMessage(&msg, 0, 0U, 0U, PM_REMOVE) == TRUE)     {                    if(msg.message == WM_QUIT)             break;         ::TranslateMessage(&msg);         ::DispatchMessage(&msg);     }     else     {         DWORD currTime  = timeGetTime(); //[ms] TO DO: suggestion to use QueryPerformanceCounter timer         float dt = (static_cast<float>(currTime - lastTime))*0.001f;         if(dt > 0.25f)              dt = 0.25f;         lastTime = currTime;         float DT = dt;         float min_dt = dt / (floor(GetBallSpeed()*dt/GetBallRadius()) + 1.00f);         min_dt = min(min_dt, d3d::MIN_DELTA_TIME); //MIN_DELTA_TIME = 1/60.00f (maybe it is not needed but I keep)         while(dt>0)         {              float minTime = min(dt, min_dt);              Update(minTime);  //physic update of all movable objects like ball, human, collision detection adn collision response service              dt -= minTime;         }         Display(DT); //rendering         if( GetKeyState( VK_ESCAPE ) & 0x8000 )             Run = false; } } }
  15. OK I will use QueryPerformanceCounter. I think I found optimal solution. ... lastTime = currTime; timeFullDelta = timeDelta; d3d::MIN_DELTA_TIME = timeDelta / (floor(getBallV * timeDelta / ballR) + 1); while(timeDelta>0) {     float minTime = min(timeDelta, d3d::MIN_DELTA_TIME);     updatePhysicAndCheckCollision(minTime);     timeDelta -= minTime; } Display(timeFullDelta); The aim is that ball cannot travel through one physic/collision check run more than dx = radius. So the above code takes care about this. And it is better that fixed physic update frequency because many processor time is saved.   I can also get rid of the problem by using just D3DPRESENT_INTERVAL_IMMEDIATE instead of D3DPRESENT_INTERVAL_ONE. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; The fact I am using interval_one makes that my deltaTime is 1/60=0.0166 [s] and with the ball speed 27m/s it can travel abou 0.5 [m] during one run. When I use IMMEDATE then my fps is currently 400 and problem doesn't exist. But I think I should use INTERVAL_ONE as 60 fps is OK for user and there is none need to make graphic card of user to work at higher rate (lifetime is probably reduced in this way).