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SkyRaign

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About SkyRaign

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  1. I can't seem to attach pics directly, so I'll do the next best thing:   //This is how the square SHOULD look     XXXX   XXXX   XXXX   XXXX   //This is how it actually comes out:     XXXXXX   XXXXXX   XXXXXX   XXXXXX   In regards to the projection matrix, I will have to do some more research on this one in time, but this is the function I have to initialize it: D3DXMatrixOrthoOffCenterLH(_matProjection,float(_viewport->TopLeftX),float(_viewport->Width),float(_viewport->TopLeftY),float(_viewport->Height),0.1,10); Note that this function call is nested in a function call to initialize all of my directX components.  This comes almost straight out of Wendy Jones' book "DirectX 10 for beginners" but it works......now it needs some tweaking.
  2. Matias, that is precisely what I meant......sorry for my lack of lingo.   DXGI_SWAP_CHAIN_DESC gSwapChain;     gSwapChain.BufferDesc.Width=VIEWPORT_WIDTH;     gSwapChain.BufferDesc.Height=VIEWPORT_HEIGHT*1050/1680   This takes care of the aspect ratio for my specific monitor, applying the 1/AR method you indicated.  I can also apply AR to the X axis for a similar effect; this just "shrinks" the square area.  (Actually, this seems counterintuitive to what I understand about AR......it's width/height, right?).   I will make it a point to look up some tutorials since this doesn't seem like it should be that complicated.  I want to, in theory, be able to run this app on any monitor.  This is strictly 2D with Direct3D10 so that should narrow things down a bit.
  3. Hi all!   I use lots of square tiles in my project, e.g. 32 x 32 map tiles.  I am having some trouble formatting the application to display them as perfect squares, as intended.  It seems that the pixels are "stretched" to accommodate the size of the application window, so when I see it, it is an elongated rectangle.  My intention at the end is to run this in "fullscreen" mode, so any adjustments I would make would be with that in mind.  Does anyone have tips?  I would appreciate that a lot.
  4. Problem solved.  This topic can be nuked.
  5. I am just coming back to my project after a bit of a hiatus.  Where I left off was working on incorporating graphics files (.BMP, .PNG mostly) into my game without having to rely on accessing the hard disk each and every time I call the graphics up.  Someone here helped me out with this (Adeyblue) and I was able to get it functional.    What I ended up doing was to add my graphics files to the *.rc, then go into the *.rc file and change their types from BITMAP or PNG to RCDATA ///////////////////////////////////////////////////////////////////////////// // // RCDATA // IDB_BITMAP2 RCDATA "C:\\filepath"   And from here, I call up the resources in the main like so: ID3D10Texture2D* texture2D=0; ID3D10Resource* pD3D10Resource=0;   HRSRC hResource = FindResource(hInstance, MAKEINTRESOURCE(IDB_BITMAP2), RT_RCDATA); HGLOBAL hResourceData = LoadResource(hInstance, hResource); PVOID data = LockResource(hResourceData); DWORD dataSize = SizeofResource(hInstance, hResource); hResult = D3DX10CreateTextureFromMemory(pD3DDevice, data, dataSize, 0, 0, &pD3D10Resource, 0); What I want to do now is incorporate tables of sprites, map tiles, etc. all into one or two files that I will be using.  This makes the most sense for animations as all I would need to do is change the index to the next animation frame.  Using this method, I would have to load an entire file into memory, then copy only the specific regions that I want to display.    My question is, does it make sense to load all of those graphics (sprites, tiles, etc.) into memory once and have them tie up system memory until the *.exe terminates?  Or is there a different way to access the graphics so I can load only the parts I want into memory?  Alternatively, do you have any suggestions as to a different approach altogether?
  6. SkyRaign

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