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About the_prodigy

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  1. Hey guys,   I had a look at the Unreal Engine 4 source code and I thought it would be beneficial for everyone in my situation to share my new insights. The implementation is fairly straightforward every submenu, tool tip or context menu gets drawn on a newly created native window.   I will try to implement it in a similiar manner now.   Thanks for your replies.
  2. Hey guys,   I'm writing the gui for my editor from scratch (C++, DirextX11, Win 7 and newer). Everything worked out pretty nicely up to this point, but there is one thing I can't get my head around. The unreal engine for instance can render ui elements like context menus, menu bar items and tool tips outside of the window frame. The first thought that came to my mind was to disable the visual representation of my native window and scretch it over the whole screen. And then scale the DirectX framebuffer to the same size and draw my own window element. And so I did and I was able to make every blank cleared part of my framebuffer transparent with the DwmExtendFrameIntoClientArea function. An obvious probem that occurs is that user input in the transparent regions is still routed to my window and not to the underlying elements. But even if I would solve this issue there is probably a more reliable and cleaner way.   Any ideas and/or suggestions are very welcome.    
  3. problem with my text rendering

    I found the error! It was indeed the size of my client area. CreateWindow had an additional flag set and therefore the size AdjustWindowRect had calculated was wrong. Thank you so much guys.
  4. problem with my text rendering

    hey guys thanks for your numerous responses.       My framebuffer and my client area are at the same size.       1. I adjusted the positions of my quads to fit pixel size but the result looks the same 2. my filter is a point filter with clamping 3. my texture has no mip mapping 4. the application copies the output of freetype's software renderer directly to d3d SRV, so no compression at all       No, pix didn't bring up any dialog boxes or output log.   btw. I found an article by Adam Sawicki that says the half pixel offset error is gone in DirectX11
  5. Hey folks,   I have an issue with my text renderer and I'm trying to solve it for days now. It's pretty hard to explain the problem. It's some kind of ghosting around my rendered text (text is rendered without aa).   But have a look for yourself.   [attachment=23918:app_text.jpg] [attachment=23919:pix_text.jpg]   First one is an actual screenshot taken in the application (C++, Directx11, Windows), the second one is taken in pix. As you can see pix can't output the ghosting in their debug rendering and shows the output i was expecting to see.   These are the things I already checked and shouldn't cause the issue.   - sampler is a point sampler - no alpha blending applied - uv offsets and size of the rectangle should be fine. - font atlas looks alright (created with freetype, rendererd in monochrome = no anti aliasing)   If my explanations were to sparse just let me know.   Any ideas/suggestions are very welcome.
  6. Per pixel lightning mean that you calculate the light illumination per pixel and not f.e. like gourad shading does per vertex and interpolate the color across the triangle. The vertex shader is optimized for per vertex operations and the pixel shader is optimized for per pixel operations that's why it is more suitable to do the matrix calulations on the vertexshader and lightning on the pixel shader.
  7. make game engine?

    You can take a look at "game coding complete". It explains the bare bone structure of a game engine. Further it shows you how to write an edior in c# and implement network play. Another book that comes to my mind is "3d game engine design". This takes itself way more serious and the first part is more an advanced math course but you can benefit from it aswell.