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Zerocyde

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  1. I don't really know how to word this so I'll just draw it in psudo code... [source lang="cpp"]class ROOMCLASS { a texture a constructor that creates that texture with the directx device a destructor that releases the texture } class HOUSECLASS { a vector of ROOMCLASS called "rooms"; constructor: { ROOMCLASS temp_room; rooms.push_back(temp_room); } // at this point I have checked and the texture in both temp_room and rooms[0] are both valid. } // at this point a ROOMCLASS destructor is called and releases that texture without issue. HOUSECLASS houses; function MAKE_A_NEW_HOUSE { HOUSECLASS temp_house; // at this point the texture in temp_house.room[0] appears to be invalid. houses.push_back(temp_house); } // at this point a ROOMCLASS destructor is called and causes an error.[/source] Is the problem that you can't use vector.push_back when a texture is involved?
  2. I'll make this simple. Here's what I'm trying to do and how I'm currently doing it. My question is, are there any methods I'm not aware of for doing it better? Basically I'm working 100% in 2d (directx 9) using textures and sprites. Very simple. I want to draw a square sprite that can be of variable height and width. It's a top-down view of a "room" with "walls" on all 4 sides. Of course you can't just draw that in a bitmap and scale it because the "wall" bordering would be stretched. So I have 8 bitmaps. The floor, the 4 walls, and the 4 corners. I make 8 sprites, draw the floor scaled to whatever size, then draw the walls and corners in the proper bordering positions. The "walls" are 1 pixel wide so they can be scaled properly. (see attached images) Is there a better way to do this? Perhaps a way to attach multiple textures to one sprite? Thanks for any help!
  3. I found a solution. This is what ended up working for me: [CODE] D3DXMATRIX yawMatrix, pitchMatrix, rollMatrix, combined; // rotate around your 3 maintained axis D3DXMatrixRotationAxis(&yawMatrix, &up, yaw); D3DXMatrixRotationAxis(&pitchMatrix, &right, pitch); D3DXMatrixRotationAxis(&rollMatrix, &look, roll); // combined them into one rotation matrix D3DXMatrixMultiply(&combined, &yawMatrix, &pitchMatrix); D3DXMatrixMultiply(&combined, &rollMatrix, &combined); // rotate 2 of the axis by the combined rotation matrix and build the third using cross product D3DXVec3TransformCoord(&right, &right, &combined); D3DXVec3TransformCoord(&up, &up, &combined); D3DXVec3Cross(&look, &right, &up); // normalize all 3 axis D3DXVec3Normalize(&right, &right); D3DXVec3Normalize(&up, &up); D3DXVec3Normalize(&look, &look); // build the final matrix like this rotMatrix = D3DXMATRIX ( right.x, right.y, right.z, 0.0f, up.x, up.y, up.z, 0.0f, look.x, look.y, look.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ); [/CODE]
  4. [color=#000000][font=verdana, geneva, lucida,]I've been racking my brain for days now and can't find the answer. I'm using C++ and DirectX but I figure that this is more of a math problem that can relate to all languages trying to work in 3D.[/font][/color] [color=#000000][font=verdana, geneva, lucida,]Basically, to rotate a flying vehicle (spaceship, airplane, whatever) I am using this system that I found for FPS camera control:[/font][/color] [color=#000000][font=verdana, geneva, lucida,][CODE] up=D3DXVECTOR3(0.0f, 1.0f, 0.0f); look=D3DXVECTOR3(0.0f, 0.0f, 1.0f); right=D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXMATRIX yawMatrix; D3DXMatrixRotationAxis(&yawMatrix, &up, yaw); D3DXVec3TransformCoord(&look, &look, &yawMatrix); D3DXVec3TransformCoord(&right, &right, &yawMatrix); D3DXMATRIX pitchMatrix; D3DXMatrixRotationAxis(&pitchMatrix, &right, pitch); D3DXVec3TransformCoord(&look, &look, &pitchMatrix); D3DXVec3TransformCoord(&up, &up, &pitchMatrix); D3DXMATRIX rollMatrix; D3DXMatrixRotationAxis(&rollMatrix, &look, roll); D3DXVec3TransformCoord(&right, &right, &rollMatrix); D3DXVec3TransformCoord(&up, &up, &rollMatrix); rotMatrix = yawMatrix*pitchMatrix*rollMatrix; [/CODE][/font][/color] [color=#000000][font=verdana, geneva, lucida,][background=rgb(251, 251, 251)]And you rotate by adjusting the yaw, pitch, and roll float values. The problem is that this code only seems to rotate around the default axis. For instance, if I make my little ship pitch down (lower the nose to fly downwards) and then wish to "roll" left or right, I want to rotate the ship around the look axis of the ship itself, but with this method it will only rotate around (0, 0, 1).[/background][/font][/color] [color=#000000][font=verdana, geneva, lucida,]Basically, what methods can I use to maintain a look, right, and up axis that stay aligned with the object in question and never revert to default so that I can rotate around them at will?[/font][/color] [color=#000000][font=verdana, geneva, lucida,]EDIT: Actually, to be more precise, this method will rotate properly around the look axis I want, but only because it does roll last after the look axis is already fully finished by the yaw and pitch rotations. Pitch rotates around a half formed right axis, and yaw rotates around the default (0, 1, 0) up axis.[/font][/color]
  5. Thanks a million, I'll start work on that right away.
  6. This is probably a very simple and well-known issue, but it's something that's turning out rather tough to find info on by googling. Basically, when I use a transparent texture in my direct 3d program, the only other objects I can see when I look though the transparently textured object, are objects that were rendered BEFORE the transparently textured object was. Seeing as changing the entire rendering order every time the transparently textured object moves seems ridiculous, I assume there is some well known solution for this. Three screen shots for extra examples. I have a 7x7x7 hollow cube made up of smaller, equal sized cubes. Which ever cube I look at has it's texture changed to a transparent texture (working on picking atm). First screenshot shows me inside the hollow cube of cubes looking out at the skybox. The second screenshot shows me outside the hollow cube of cubes looking in. As you can see, the cubes rendered before the cube I'm looking though are visible, the rest aren't. The third screen shot shows a big planet in the background that is not visible though a cube. Thanks ahead of time for your help.