xXxRosexXxEE

Members
  • Content count

    7
  • Joined

  • Last visited

Community Reputation

112 Neutral

About xXxRosexXxEE

  • Rank
    Newbie
  1. What a fairly vague answer hmmm but thanks any more help would be appreciated . :D
  2. Hello after having so much hassle getting win32 and OpenGL to work in sync I decided to say screw it and go for Direct3D 9 with HLSL and having a blast but there is a little problem understanding the right functions and the order in which pixel and vertex shaders need to be setup to use,create and code them both, turns out to be a hellish task due to the somewhat "abomination" that is the "MSDN" which doesn't really say exactly what to do or if it does it's so vague that I can't quite grasp the function order and names so with that can someone please ethier tell me what I need to do to use,create and code pixel and vertex shaders or provide me a non-retardedly technical resource for learning Direct3D9 that actually works out of the box so I can learn the hell out of it please.   I will complain to MSDN about the lazy-ness of there writers as well it's proper foul.   From what I've learnt on my own research is I need to setup vertex declaration,constants and the handle for which to reference the shader member functions with. LPDIRECT3DVERTEXSHADER9 Vertex_Shader ; LPDIRECT3DVERTEXDECLARATIONS9 Vertex_Declarations; Then this one line  "LPD3DXCONSTANTTABLE" below doesn't have a definition on MSVS 2012 in the d3d9.h  file any reasons why would be appreciated and very helpful. LPD3DXCONSTANTTABLE Vertex_Constants; Then I need to get the shader file with  D3DXCompileShaderFromFile(); of which I have not much of an idea how to use it if at all and doesn't compile, presume there is a header file I'm missing if so would be nice if someone could tell me which one so I can find it somewhat easily but I doubt anyone will :/ and yea that's about as far as I've gotten and still very confused.. please someone out there help!   EDIT: It also appears that some of these are deprecated so I defiantly need help now .   OpenGL all the way for Linux and MacOSX though   I'm on Windows!     Any advice or tips is also appreciated !
  3. Yes!!!! Who ever says getting a singular image onto the framebuffer is easy suck on it <3     Thank you so much I need to learn more of the mathematics behind projections do you have any good sources?
  4. Thank you empirical2!   So now my context is created , my projection is fine "for now" and I've drawn the vertex positions then why hasn't the rasterization occurred I see no triangle even with glTranslate3f(); commented out....????  also I'm able to make it so I can see GDI textout function which is funny lol.  
  5. NEWS IN!    I just got the clear screen color to show so at least that portion of the code works to fix it I just put the SwapBuffer and DRAW_OPENGL function within the begin paint and end paint function and it worked.    The question now becomes how do I see the triangle hmmm...
  6. I was aware of the glTranslatef(); being on a constant loop , I was more concerned about the actual device context not updating unless your implicating that glTranslatef(); is the reason for the lack of data rasterized on the device context? .   Upon testing my theory with glTranslatef(); causing the lack of device context updating is false so you must have been implicating one of the already known bugs in my code I thank you for telling me atleast.
  7. Could someone tell me why the backbuffer or frontbuffer will not update the device context I've been stuck on this problem for 3days and It's driving me crazy!?   - Win7 64bit  - OpenGL 3.311672 Compatibility Profile Context  - Microsoft Visual Studio 2012  C++   The Pixel format is being assigned properly.   I've created the projections correctly,set the opengl clear color,swapped the buffers on the devicecontext in the "correct place".   What more does it want???......    http://pastebin.com/h2pSe8Cp