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About Bojanovski

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  1. Bojanovski

    Capsule Inertia Tensor

    Whoa, that's a lot of work you gave me, but your notes are sound and I did my best to update the article. If there is anything else, let me know.   Thanks, Bojan
  2. Bojanovski

    Capsule Inertia Tensor

    Thanks for pointing cm (center of mass) out. The new version of the article has that part a lot clearer now. As for your question about density, the answer is yes, it is as simple as multiplying the masses. There is nothing more to it as long as it is constant. The new version of the article has that part also explained better.   Thank you, Bojan
  3. Bojanovski

    warning C4005

    I skimmed through directxtk a little but I could not find functions for loading .fxo file. It only says it offers built-in shaders to create functionality equivalent of BasicEffect from XNA. Also, I am hearing that directx 11.1 handles effects differently. What are the future plans from microsoft, will directx 11.2 in win 8.1 have this things fixed?     EDIT:   This tutorial from Frank D. Luna shows how to use hlsl (compile, load, send parameters such as constant buffers, SRVs, etc.) without using deprecated Effects11 library.   He also said: "In Metro applications, you cannot link with D3DCompiler.lib. Metro only allows certain APIs to be used for security (this is also why D3DX library and Effects cannot be used).", what answers one of my previous questions.   So I decided to keep using effects11.lib. As for the warning, I created this header which I call when I need directx headers: #ifndef DIRECTX11HEADERS_H #define DIRECTX11HEADERS_H #pragma warning( disable : 4005 ) #include <d3d11.h> #include <d3dx11.h> #include <d3dx11effect.h> #pragma warning( default : 4005 ) #endif
  4. Bojanovski

    DX11 warning C4005

    Hi!   So I've been trying to do this for far too long, but simply every option leads me to a dead end. I want to use DirectX 11 in visual studio 2012 without getting that damn warning C4005. My project is dependant on d3dx11 library so it has to be dx11, not dx11.1, unless I find some solution to manage my textures and effects loading without d3dx11!   I know what happened to windows 8 sdk and how it now includes directx 11.1 (except d3dx library) and when  I include my june 2010 version it all gets mixed up so bunch of redefinitions pops up.   So what is the easiest way to prevent visual studio from looking for directx headers in windows 8 sdk?   Also, can somebody, that has better understanding in microsoft's way of doing things, explain to me why did they create directx sdk without built-in libraries and functions for an important task such as textures and effects loading?? :S :'(
  5. So, if anyone has some recommendations, that would be great.   This is the best I found so far: 'Game Physics' by David H. Eberly.
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