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csdcsz

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  1. hi , everyone ! Now i have a problem with loading collada animation loading in DirectX! I have read the tutorial from thecansin.com The tutorial is good and i run the animation application and it works ok! But i use my .dae ( i convert it in maya) , it can't work! (but i seems ok in the assimpViewer) i wonder why? Here is the app(include the sample .dae and my own .dae) . I hope someone can help me. I have confused for so long! Thanks for any reply!
  2. Hi , everyone! I have problem with xact audio. I want to play bg music and play sound effect at the same time. Now i create a stream wave bank for the bg music , and create a in-memery wave bank for the sound effect, and create two soundbanks for each. The problem is these two soundbanks point to the same block! I just do it like this: ... ... audioEngine->CreateSoundBank( sbData1, fileSize, 0, 0, &pSoundBank1 ) ; ... ... audioEngine->CreateSoundBank( sbData2 ,fileSize, 0, 0, &pSoundBank2) ; i wonder if the audioEngine can hold multiple soundbanks, if can , how to play them at the same time? Any words helps, thanks in advance!
  3. thanks , Tordin and MJP. I will have a try and look up the documents!
  4. [size=4] Hi, i have problem with the light shader! It is strange and i don't know why. i wrote the light shader, and apply it to the obj mesh, and i run the app at different PC, there are some strange different results: the light keep shinning on and off; or the light become dark; and so on. why the result of lighting at different pc is different? i really wonder to know! thanks in advance! my light shader: ( i use shadermodel 4.0 ) Texture2D colorMap : register( t0 ); SamplerState colorSampler : register( s0 ); cbuffer cbWVP : register( b0 ) { row_major matrix WVP; row_major matrix WorldMatrix; }; struct VS_Input { float4 pos : POSITION; float2 tex0 : TEXCOORD0; float3 norm : NORMAL; }; struct PS_Input { float4 pos : SV_POSITION; float2 tex0 : TEXCOORD0; float3 worldNorm : TEXCOORD1 float3 lightDir : TEXCOORD2; }; PS_Input VS_Main( VS_Input vertex ) { PS_Input vsOut = ( PS_Input )0; float3 worldPos = mul( vertex.pos, WorldMatrix ).xyz; vsOut.pos = mul(vertex.pos,WVP); vsOut.tex0 = vertex.tex0; vsOut.worldNorm = mul( vertex.norm, (float3x3)WorldMatrix ); float3 lightPos = float3(-0.7f,2.0f,2.5f); vsOut.lightDir = lightPos - worldPos; return vsOut; } float4 PS_Main( PS_Input frag ) : SV_TARGET { //texture color float4 finalTexColor; finalTexColor = colorMap.Sample(colorSampler,frag.tex0); //light color frag.lightDir = normalize(frag.lightDir ); float4 finalLightColor; float3 ambientColor = float3(0.02f,0.02f,0.02f); //final ambient float3 lightDiffuse = float3(0.85f,0.8f,0.8f); float3 lightSpecular = float3(0.4f,0.4f,0.4f); float SpecularPower = 1.0f; float fSpecularCosine = saturate(dot(frag.lightDir,frag.worldNorm)); float3 diffuseColor = lightDiffuse * fSpecularCosine; // light final diffuse float fSpecularLevel = pow(fSpecularCosine,SpecularPower); float3 specularColor = lightSpecular * fSpecularLevel; // light final specular finalLightColor.rgb = ambientColor + specularColor + diffuseColor; finalLightColor.a = 1.0f; //final color float4 finalColor; finalColor = finalTexColor * finalLightColor; return finalColor; }[/size]
  5. wait for reply! thanks in advance!
  6. oh, i see. when i use a dx object as a function parameter , i should release it at the end of the function, is it? just like this: void fun(ID3DBuffer* buf) { ... ... buf->Release(); buf = 0; } is that right? and if the parameter is the D3D device, can i do it the same? void fun(ID3DDevice* device) { ... ... device->Release(); device = 0; } this will be wrong(will release the real device), is it? but how to clean "ExtRef=25" of the live device? any words help ,thanks!
  7. Hi, I am beginning to learn directX 11. Now i have problem with the run-time debug output of the directX 11 app. here is the debug output warning: D3D11: WARNING: Live Device: Name="Debug_D3D11Device", Addr=0x00676CD0, ExtRef=25 [ STATE_CREATION WARNING #2097297: LIVE_DEVICE ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0342682C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x03424CA4, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03424ADC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live ShaderResourceView: Name="unnamed", Addr=0x03427A84, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097241: LIVE_SHADERRESOURCEVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x03424904, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03424614, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03425524, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live InputLayout: Name="unnamed", Addr=0x0342536C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ] D3D11: WARNING: Live PixelShader: Name="unnamed", Addr=0x0342514C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ] D3D11: WARNING: Live VertexShader: Name="unnamed", Addr=0x0341F6EC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03423FBC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03423A84, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x034238BC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live ShaderResourceView: Name="unnamed", Addr=0x03424464, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097241: LIVE_SHADERRESOURCEVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0342991C, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live InputLayout: Name="unnamed", Addr=0x03423D6C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ] D3D11: WARNING: Live PixelShader: Name="unnamed", Addr=0x034264BC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ] D3D11: WARNING: Live VertexShader: Name="unnamed", Addr=0x034261DC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ] D3D11: WARNING: Live Buffer: Name="Debug_Md5Mesh_CamPosCB", Addr=0x0342599C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="Debug_Md5Mesh_WorldCB", Addr=0x03412A84, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="Debug_Md5Mesh_WVPCB", Addr=0x03412884, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x03412584, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x034123BC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x034121F4, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live Buffer: Name="unnamed", Addr=0x0341202C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live ShaderResourceView: Name="unnamed", Addr=0x03412DBC, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097241: LIVE_SHADERRESOURCEVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x034257C4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live InputLayout: Name="Debug_Md5Mesh_VertexLayout", Addr=0x03429C0C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ] D3D11: WARNING: Live PixelShader: Name="Debug_Md5Mesh_PixelShader", Addr=0x0341EF44, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ] D3D11: WARNING: Live VertexShader: Name="Debug_Md5Mesh_VertexShader", Addr=0x0341EC0C, ExtRef=1, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ] D3D11: WARNING: Live Buffer: Name="Debug_Font_VertexBuffer", Addr=0x0067F5C4, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097229: LIVE_BUFFER ] D3D11: WARNING: Live ShaderResourceView: Name="Debug_Font_FontTex", Addr=0x0067F484, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097241: LIVE_SHADERRESOURCEVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0067F2AC, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live InputLayout: Name="Debug_Font_VertexLayout", Addr=0x0338AB2C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097265: LIVE_INPUTLAYOUT ] D3D11: WARNING: Live PixelShader: Name="Debug_Font_PixelShader", Addr=0x0338A814, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097262: LIVE_PIXELSHADER ] D3D11: WARNING: Live VertexShader: Name="Debug_Font_VertexShader", Addr=0x0067FC64, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097250: LIVE_VERTEXSHADER ] D3D11: WARNING: Live RasterizerState: Name="Debug_RasterState", Addr=0x0338A5BC, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ] D3D11: WARNING: Live DepthStencilView: Name="Debug_DepthStencilView", Addr=0x0338928C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097247: LIVE_DEPTHSTENCILVIEW ] D3D11: WARNING: Live DepthStencilState: Name="Debug_DepthDisableStencilState", Addr=0x0067CD64, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ] D3D11: WARNING: Live Texture2D: Name="Debug_DepthTexture", Addr=0x0067C8F4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live RenderTargetView: Name="Debug_BackBufferTarget", Addr=0x0067C62C, ExtRef=0, IntRef=0 [ STATE_CREATION WARNING #2097244: LIVE_RENDERTARGETVIEW ] D3D11: WARNING: Live Texture2D: Name="unnamed", Addr=0x0067C0A4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097235: LIVE_TEXTURE2D ] D3D11: WARNING: Live Query: Name="unnamed", Addr=0x00678FC4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097280: LIVE_QUERY ] D3D11: WARNING: Live Sampler: Name="unnamed", Addr=0x00678ECC, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097268: LIVE_SAMPLER ] D3D11: WARNING: Live RasterizerState: Name="unnamed", Addr=0x00678DD4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097277: LIVE_RASTERIZERSTATE ] D3D11: WARNING: Live DepthStencilState: Name="Debug_DepthStencilState", Addr=0x00678CA4, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097274: LIVE_DEPTHSTENCILSTATE ] D3D11: WARNING: Live BlendState: Name="unnamed", Addr=0x00678B14, ExtRef=0, IntRef=1 [ STATE_CREATION WARNING #2097271: LIVE_BLENDSTATE ] D3D11: WARNING: Live Context: Name="Debug_D3D11Context", Addr=0x0338006C, ExtRef=4294967295, IntRef=1 [ STATE_CREATION WARNING #2097226: LIVE_CONTEXT ] D3D11: WARNING: Live Device Child Summary: Device Addr=0x00676CD0 Using ID3D11Debug::ReportLiveDeviceObjects with D3D11_RLDO_DETAIL will help drill into object lifetimes. Objects with ExtRef=0 and IntRef=0 will be eventually destroyed through typical Immediate Context usage. However, if the application requires these objects to be destroyed sooner, ClearState followed by Flush on the Immediate Context will realize their destruction. Live Context: 1 Live Buffer: 14 Live Texture1D: 0 Live Texture2D: 7 Live Texture3D: 0 Live ShaderResourceView: 4 Live RenderTargetView: 1 Live DepthStencilView: 1 Live VertexShader: 4 Live GeometryShader: 0 Live PixelShader: 4 Live InputLayout: 4 Live Sampler: 2 Live BlendState: 1 Live DepthStencilState: 2 Live RasterizerState: 2 Live Query: 1 Live Predicate: 0 Live Counter: 0 Live CommandList: 0 Live HullShader: 0 Live DomainShader: 0 Live ClassInstance: 0 Live ClassLinkage: 0 Live ComputeShader: 0 Live UnorderedAccessView: 0 Now, i want to clean these live object , how to do it ? Thanks in advance!