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About eltharynd

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  1. eltharynd

    Directx11 animations

    this look very good.... and it probably is since it's Luna's....   but this uses d3d 9 and its deprecated structures...... I would like to learn to do it without them... (also for compatibility) that why i choose assimp...
  2. Ok I've searched everywhere on the internet but I couldn't find a neat answer...   How do I animate a mesh with Directx 11???     I'm using assimp to load my mesh (which has but a single animation in it)   I (think to?) understand the principles of animation....    So if i got this right every vertex is bind to one or more bones via bone ID: and i should multiply it with its specific animation matrix in the shader...   my problem is: how do I get the animation matrices (relative to time) from aiScene?   can anyone help? (a good read would be nice too, if anyone knows a book that does this with C++ and directX 11)   or maybe do you know some examples I can look to?  
  3. after i installed installshield LE 213 with visual studio 2012 express i can't see setup and deployment under project templates...   this is very annoying... I've tried reinstalling several times with no luck..... anyone had the same problem? know how to fix this?
  4. eltharynd

    variable static member

    that's what i was thinking... but i wasn't sure whether there was a simpler solution i did not know about.. i have to recode all of the engine :)
  5. eltharynd

    variable static member

    ok I'll try to explain this better..   I've got this object that needs to store multiple pointers to shaders and input layouts....  so that if the specific shader compiles/creates it stores it in a map so i don't have to recompile/create it later..    I was thinking to achieve this with a map that stores the pointer to the shader createt and uses the file path of the shader as a key... so that every time i initialize an instance of the object class i can simply check if the specific filepath has already been inserted in the map or, if not, create it and insert it...   hope this explains... :/
  6. Ok I've got a class that i use to instance various objects....  I need to declare a static map that stores pointers to directx objects so that when i initialize the specific objects it compiles and creates the objects only if it doesn't exists...   I tried with static map<key, pointer> but that way I should initialize the map to be constant....   I need an alternative to make it variable YET common to all instances of the class that stores it.. any idea?
  7. eltharynd

    Depth stencil state issue

    ok now i got another problem..... with sampledesc 1,0 my console disappeared.... it's just meshes textured with font rendered without multiplying for the view /projection matrix... so it's rendered on the same targets as the meshes... any ideas?
  8. eltharynd

    Depth stencil state issue

    It's working.... ok turns out i forgot to set the swapchain width and height..... so i set them same way i set everything else and it's now working correctly...
  9. eltharynd

    Depth stencil state issue

    ok so i noticed i was using different samples for the swapchain and the depth buffer...   now if i set them both to 1,0 i can see my meshes but not the console..... if i set them to 8,1 i can see them both.. does someone have an explanation for this?   the depth buffer is not working anyway...
  10. eltharynd

    Depth stencil state issue

    ok i probably am missing something on how to add a target description as it seems to work differently than for other resources... ID3D11Texture2D* pTexture; mSwapChain -> GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pTexture); D3D11_TEXTURE2D_DESC textureDesc; textureDesc.Width = set->mapSettings["SCREEN_WIDTH"]; textureDesc.Height = set->mapSettings["SCREEN_HEIGHT"]; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET; textureDesc.SampleDesc.Count=1; textureDesc.SampleDesc.Quality=0; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; HRESULT hr = mDevice->CreateTexture2D(&textureDesc, NULL, &pTexture); D3D11_RENDER_TARGET_VIEW_DESC targetViewDescription; ZeroMemory(&targetViewDescription, sizeof(D3D11_RENDER_TARGET_VIEW_DESC)); targetViewDescription.Format = DXGI_FORMAT_D32_FLOAT; hr =mDevice ->CreateRenderTargetView(pTexture, &targetViewDescription, &mTargetView); pTexture -> Release(); pTexture = 0; first hr is ok and second invalidarg
  11. eltharynd

    Depth stencil state issue

    this might be it actually.. .i never set a render target view description...... I'm coding it right now to see if it helps....   EDIT: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476201(v=vs.85).aspx there doesn't seem to be a sample description...
  12. eltharynd

    Depth stencil state issue

    actually it doesn't :) i tried different values but it's still either full black or full white... kind of expectable since it's not working in the first place :/
  13. eltharynd

    Depth stencil state issue

    and viewport just in case void Engine::InitViewport() { ZeroMemory (&mViewport, sizeof(D3D11_VIEWPORT)); //set the viewport mViewport.TopLeftX = 0; mViewport.TopLeftY = 0; mViewport.Width = set->mapSettings["SCREEN_WIDTH"]; mViewport.Height = set->mapSettings["SCREEN_HEIGHT"]; mViewport.MinDepth = 0.0f; mViewport.MaxDepth = 1.0f; SetViewport(); } void Engine::SetViewport() { mDeviceContext -> RSSetViewports(1, &mViewport); }
  14. eltharynd

    Depth stencil state issue

    https://docs.google.com/file/d/0B7G-_39cTN3nSUFyYldITk1VUlU/edit?usp=sharing   here'the run.....thanks everybody for the help by the way...     P.S this is my projection matrix mProj = XMMatrixPerspectiveFovLH( 1.0, set->mapSettings["SCREEN_WIDTH"] / (FLOAT)set->mapSettings["SCREEN_HEIGHT"], 0.01f, 100.0f );
  15. eltharynd

    Depth stencil state issue

    i tried both actually cause i really have no clues about what's wrong...  anyway now i tried to run PIX (even tho im not 100% sure about how to use it but i get this results:     so if i understand this correctly my mesh is there as i can see from RGB channel but if i change to depth channel everything is blacked out.... so what could this mean?
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