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About regonaros

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  1. regonaros

    Compile errors

    Problem was in the naming of the function. Resolved.
  2. regonaros

    Compile errors

    I just switched over to DirectX11 from DirectX9 and I've got the following compile errors when I ran my first DirectX program. any help appreciated.   1>------ Build started: Project: DirectX11, Configuration: Debug Win32 ------ 1>Build started 26-Dec-12 18:37:20. 1>InitializeBuildStatus: 1> Touching "Debug\DirectX11.unsuccessfulbuild". 1>ClCompile: 1> All outputs are up-to-date. 1>ManifestResourceCompile: 1> All outputs are up-to-date. 1>main.obj : error LNK2019: unresolved external symbol "bool __cdecl InitializeDirect3d11App(struct HINSTANCE__ *)" (?InitializeDirect3d11App@@YA_NPAUHINSTANCE__@@@Z) referenced in function _WinMain@16 1>c:\users\mike\documents\visual studio 2010\Projects\DirectX11\Debug\DirectX11.exe : fatal error LNK1120: 1 unresolved externals 1> 1>Build FAILED. 1> 1>Time Elapsed 00:00:00.19 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========     thanks.
  3. I think the problem is you need to put the Draw Object function underneath the init buffer function. try that.
  4. I need to see this code   //-------------------------------------------------------------------------------------- // Global Variables //-------------------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; HWND g_hWnd = NULL; D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL; D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0; ID3D11Device* g_pd3dDevice = NULL; ID3D11DeviceContext* g_pImmediateContext = NULL; IDXGISwapChain* g_pSwapChain = NULL; ID3D11RenderTargetView* g_pRenderTargetView = NULL;
  5. post the code, otherwise can't help.
  6. You're supposed to add the pointer address of the Direct3D11 device.   So simply, first initialize your device,      ID3D11Device* d3ddev = NULL; // the pointer to the device class     in this case, in the parameter you write,     &d3ddev     hope this helps.
  7. You can make yours face upwards by simply reversing the rendering of the vertices, instead of:   //Plane Vertex Vertex(-1.0f, -1.0f, -1.0f, 100.0f, 100.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 100.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vertex(-1.0f, -1.0f, 1.0f, 100.0f, 0.0f, 0.0f, 1.0f, 0.0f),   do this:   //Plane Vertex Vertex(-1.0f, -1.0f, 1.0f, 100.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 100.0f, 0.0f, 1.0f, 0.0f), Vertex(-1.0f, -1.0f, -1.0f, 100.0f, 100.0f, 0.0f, 1.0f, 0.0f),
  8. I'm currently in the process of creating a first person shooter-style game, I recently moved to C++ and I'm new to DirectX development, well, I've learnt the basics, drawing primitives, texture mapping, key detection and things like transformation of matrices, I've found a handful of useful online resources which have helped me a lot.   So I've learn quite a bit, but now I'm stuck at that stage where you're not sure what you should do next, 'what is next'.. where can I get started, should I try rendering two triangles and do some collision checks or should I move on to import .x meshes into my game, as for the former, this brings up the question "where can I learn about collision detection in regards to implementing it in with DirectX?".   Let's first explain exactly what Collision detection is, this is how Wikipedia describes it:     How can I implement a collision detection system in the easiest way possible inside a game engine? If you could, please refer to tutorials, videos, websites and other documentation.   I read somewhere about how rectangles are used in this by encapsulating the object and performing x-y-z axis checks to see whether or not they are colliding or have collided, but the real question is how can I implement these checks using standard game models and other world objects including terrain.   I have came across D3DXIntersect, not knowing much about it, I would appreciate if you could provide me with some examples of it being used in a DirectX game engine.   Also, how would I go about performing these collision checks whilst implementing rag-doll physics, can this be handled solely within DirectX or is other software required?   For example: A player walks into a wooden box, a collision check is performed and the box moves according to rag-doll physics, which of course requires some usage of advanced mathematics here.   How would I go about implementing this in the most easiest way possible?   Thanks for your time, and thank you for reading.    
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