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About zgysx

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  1. I solve this bug, because I created NiMeshScreenElements before create NiRender. so the NiMeshScreenElements::m_eColorFormat was F_FLOAT32_4. I created a NiRender, and then create NiMeshScreenElements, NiMeshScreenElements::m_eColorFormat become F_NORMUINT8_4_BGRA, this is a correct value. Everything is ok. I am so ashamed. Thanks Hodgman all the same.
  2. [quote name='Hodgman' timestamp='1342008225' post='4957993'] Gamebryo is a closed-source proprietary engine, so you'd be much better off asking for help inside that [url="https://www.gamebryosupport.com/"]closed community[/url]. You might even get your company in trouble ([i]i.e. have their license revoked[/i]) by discussing the internals of that product on a public forum... Does your company have a support contract for Gamebryo? Look inside the NiD3DShader::PreRenderSubmesh to see what kind of cast it's attempting to do, and which object it's trying to do the cast on. [/quote] Of course, our company have the license, but Gamebryo source code have not opened for me at present, [size=4]I[/size][size=4] need[/size][size=4] a[/size][size=4] complicated application if I want to watch the Gamebryo source code. I just a new employee.[/size]
  3. I use NiMeshScreenElements of Gamebryo to render 2D image in Game, First, I Create NiMeshScreenElements from a png file, and then rend this NiMeshScreenElements. Gamebyro popup an error dialog when rend the NiMeshScreenElements. [CODE] NiMeshScreenElements * g_pScreenElement; bool GImage::LoadImageFromFile( const char * pszPath ) { NiFile * pkFile = NiFile::GetFile( pszPath, NiFile::READ_ONLY ); if( pkFile == NULL ) return false; NiPNGReader pngReader; NiPixelData * pSrcData = pngReader.ReadFile( *pkFile, NULL ); if( pSrcData == NULL ) return false; NiSourceTexture * pSrc = NiSourceTexture::Create( pSrcData ); if( pSrc == NULL ) return false; g_pScreenElement = NiMeshScreenElements::Create( pSrc); return true; } [/CODE] g_pScreenElement->m_eColorFormat become F_FLOAT32_4 after executing above code. I suspect that is a error value. and then I render NiMeshScreenElements * g_pScreenElement . [CODE] m_pDevice->SetScreenSpaceCameraData(); g_pScreenElement->RemoveAll(); g_pScreenElement->AddNewScreenRect( (short)fX, (short)fY, (short)fWidth, (short)fHeight, 0, 0, NiColorA::WHITE ); g_pScreenElement->RenderImmediate( m_pDevice ); //popup an error dialog when execute this line [/CODE] popup error dialog as follow: NiVerifyStaticCast() caught an invalid type cast Stack Trace: NiObject::VerifyStaticCastDebug NiD3DShader::PreRenderSubmesh NiD3DShader::Do_RenderMeshes NiShader::RenderMeshes ...... Thanks
  4. [quote name='Trienco' timestamp='1333519518' post='4928117'] One of my "favorite" issues that caused a lot of pain. ..... But I guess the easiest solution is to simply not rely on any side effects of global static variable initialization. [/quote] I approve your opinion, [size=4]now I[/size][size=4] find[/size][size=4] the most suitable way is that include *.h file of static library in executable project explicitly.[/size] [size=4]Thank you Trienco[/size] for your offer of examples.[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  5. Yes, actually. we can initialize the global object defined in *.h file of static project through include *.h file in executable project. But..... Can we link some *.h file of static library into executable project through link option? not through reference the object or function. Can we work that out by link option? I am using Visual C++ 2008. cheers.
  6. There is a number of samples which you want in DirectX SDK.
  7. [quote name='YogurtEmperor' timestamp='1333433289' post='4927791'] They are initialized when your program initially executes. L. Spiro [/quote] The global variable defined in static library will not be initialized, Because I do not reference the global variable explicitly in the executable program. In face, I just want to implement a function which execute a section of code before enter main() function, but the code in static library. Dynamic crate of MFC just used global object initialization feature, but that not work when class define in static library.
  8. how to force global variable which define in a static library to initialize? I have not reference that global variable explicitly in main() project. I expect that implement reflect function in C++. Thanks, [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]