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Everything posted by soloman

  1. hi,guys.   I want to make a world edit.   So i decide to use WPF as my GUI's sdk(i hadn't learned it before) and use c++ to build my core system(such as graphic sys).   The question is how to design an interface to put them working together.   By the way,i know a litter such as clr, but i doubt that the performance isn't influenced if the c++ working on the clr.   (hoping not syntax errors ).   Any advises or matertials can help me out?
  2. As i mentioned,i want to build a world edit on windows. Here are some choices: MFC Qt WPF PS:i have no idea about c#(just programing with c++). Can anyone give some advises about how to choices and the pros and cons? If you have time,please post some learning materials about the editor design.(tks)
  3. sounds great.But i haven't learn c# or clr before.Can you recommand some material(book,video[not youtube,or i must over the GFW])that describe how to connect the C++(core system) and the c#(interface)?
  4. tks for your detailed describe.If i use c++ build to design the interface and use the vs2012 to build my core project,how can i put them together?By the way,i found c++ build is out of time too,i even can't find a newer version(borland is history...)
  5. Here are the func's example: ID3D11Texture2D* pBackBuffer = NULL; p_swapchain ->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer ); [My question is] : 1.what the func did to the pBackBuffer and the p_swapchain? 2.if i set BufferCount(in the swapchain desc) to 2 or more,should i create the same number of ID3D11Texture2D to GetBuffer? 3.I confused that if DXGI_SWAP_EFFECT is discard,what the reason i just need to perform this func in one time? 4.Why use the uuid here,why not just specify the type? [I MAKE some guesses] : 1.The func use the information in swapchain_desc to give content to the pBackBuffer(apply memory for it?Just like created a resource?) 2.yes,i need to do that. 3.Every time the swapchain discard the backbuffer,it will call any func to creat new backbuff and bind it to the pipeline(looks impossible). 4.I have no ideal totally.   /*Am i right? BTW,anybody can give some deep information or usage about this func ?*/
  6. In general,this is my thought of how swapchain working:(WTF,how can updata my local picture.... )
  7. Hi,everyone. I just start to learn directx11 and i need some useful code to understand how a game is totally being bulid.Can anybody give me some open source game's code.By the way,is there any books taking about how to finish a true game>?  thinks for any help.
  8. If it's not discarded, the contents of the image you rendered stay in it after you Present. This may be necessary in some uncommon scenarios or effects. With the discard flag, the contents _might_ be thrown away such that if you try to read from the back buffer after calling Present you get something other than what you put it in. The flag simply tells the GPU and drivers that they are allowed to do anything they want with the contents after flipping the buffers and you must assume that the backbuffer contains random data after presenting.   Great answer,solved the puzzle in my head.Just two relevant questions: 1.When i turn the full-screen mode on,is the flag changed to DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL from DXGI_SWAP_EFFECT_DISCARD? 2.Are back buffers in the swapchain  adjecent?(just like an array)So when i called the present(),the swapchain just change the array index?
  9. tks for your time,and i want to know what the diff between discarded the back buff and not discarded it?
  10. I totally agree with you,but i think dx11 is suited my thinking mode better than dx9(kinda powerful) .And i just can't believe there still have person using the graphic card that not support dx11(in china ,college students always have the newest notebooks to play pc-game) . /*By the way, you said you have finished your dx11 based game? */
  11. hi here. I  come across a interesting problem in d3dx11. It's doesn't matter if i set the swapchain's refresh rate value(i set it to 60,the frame rate looks fine, and when i set it to 0,it's still run ok),so i just want to know that the refrence of refresh rate whether or not is useful in directx/> Thanks any help
  12. In my opinion, list and strip is the same thing when i using index to specify the trangles. It's different just in the call Draw(). And i think the list and strip.etc. are kinds of hiding index just for draw some simple two-dimention figures. If my opinion is totally mistaken, please explain the differences between them when i already have the index data and tell me when to use list or strip? Hope U understand what i am taking about.(my suck english...)
  13. In directx11,a camera is identified with a position,a forcus direction,and a up direction.In my opinion?the up vector should be perpendicular to the forcus vertor.But in MS's toturial :       XMVECTOR Eye = XMVectorSet( 0.0f, 3.0f, -6.0f, 0.0f );     XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );     XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );     g_View = XMMatrixLookAtLH( Eye, At, Up );     //cbNeverChanges.mView = XMMatrixTranspose( g_View ); As you can see, the At vec is same with the Up vec.I just confused with this usage. By the way,what the reason to do the transpose after every XMMatricx**() be called.   Thanks for any help!
  14. Tks?man.By the way,I am wonder that if i extract data from obj file,what kinda primitive type i should deliver to IA stage?(tri-list or tri-strip)/*YOU CAN assume that i use the 3DMAX*/.
  15. Thanks for your time ,i think i know the reason why nobody answer this topic.Again ,thanks for your great answer.
  16. oops,whether or not i post this topic on a wrong place i just want to know that is there any open source game build with dx 11/.
  17. Because probably 0 is an invalid value and is being ignored or is just telling the driver to disable VSync. Also, whatever number you provide, if VSync is off, the GPU will try to render as fast as it can. That could be 10hz, 40hz, 300hz or whatever number (but visible tearing on the monitor will happen) Only a handful numbers of refresh rate values are valid and you have to ask DX11 to enumerate which ones are supported (depends on Monitor - GPU running the program)   thanks for your reply.I think i am kind of understand what are you saying.You mean that if i turn the VSync off,the rate in swapchain is nonsense.If i turn it on,there still just have a few values can be used(its dep on my output,right?).
  18. I know what exactly you meaning.But why my rotation entity still spinning when i set the swap chain's refresh rate to 0.According to your opinion,the swap frame motion should be shut down,and the scene should just pause.Why this not happend in dx's tutorials. thanks for your time.
  19. soloman

    a camera problem in directx11

    it's in sdk.here the path: Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D11\Tutorials\Tutorial07
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