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About admiri92

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  1. admiri92

    System requirements

    I want that when using tools like Unreal engine, VS, etc, not to get stuck, and  not to get messages like "... has stopped working" . I plan to develop 3D games, but not better than Skyrim, with not heavy graphics.
  2. Hi,     I am making an out of game dev question. I am considering to buy a new laptop with those specifications : processor AMD quad core 4000 (1.30GHz 1600MHz 2MB), ram 16 GB ,graphics AMD Radeon HD 8280 450MHz , 500GB HDD etc...     Is it a good laptop for game development ?  
  3. Hi all, Finally I finnished developing a 3D C++ and directx game to Wondows 8.1 store. I'm having problems runing a release build of my game, by getting this error: error X4502: invalid vs_2_0 output semantic 'SV_Target'   Compiling the game in debug mode has no errors, it works ok. but in release mode not. I am using Visual studio 2015 preview, with platform toolset of Visual studio 2013 (V120), because v14 is not installed.   Error is here at a HLSL file:   float4 main(PixelShaderInput input) : SV_Target//error here { return Maping.Sample(LinearSampler, input.TexCoord); }   I'm using shader model 4, level 9_3 ( DirectX 11.1). I want to make a release build of it, but I'm stuck at this error.  
  4. Will be waiting for it. I know d3dx is depreciated for windows 8 apps. but just wanted to try it on a desktop app. A was able to create page flipping effect by creatig a SRV for each BMP image one by one. I manually unziped dhe folder than i read image files one by one, they are named like "fire001.bmp , fire002.bmp ,... fire100.bmp" . ID3D11ShaderResourceView* ShaderSRV[100]; ......................................... for (int i = 0; i < 100; ++i) { std::wstring filename = L"Animation/Fire"; if (i + 1 <= 9) filename += L"0"; if (i + 1 <= 99) filename += L"0"; std::wstringstream frameNum; frameNum << i + 1; filename += frameNum.str(); filename += L".bmp"; HRESULT(D3DX11CreateShaderResourceViewFromFile(3DDevice, filename.c_str(), 0, 0, &ShaderSRV[i], 0)); }
  5. It would help me. It's a pleasure to take a look on you game code :) . I am interested on reading files from zips and then use d3dx to converts to SRVs.
  6. I am trying to create a page flipping effect of a over the wall that is burning on fire as a function of time. BMP images are saved on a zipped folder inside my game files. The problem is at loading those files on  D3DX11CreateShaderResourceViewFromMemory function, here  I get a runtime error code of type E_FAIL(0x80004005) . If I continue to debug the application (ignoring the exception breakpoints ) the wall get colored in black.   Here is a part of my code : std::ifstream fin("Animation.zip", std::ios::binary); fin.seekg(0, std::ios_base::end); int size = (int)fin.tellg(); fin.seekg(0, std::ios_base::beg); std::vector<char> Textures(size); fin.read(&Textures[0], size); fin.close(); HRESULT(D3DX11CreateShaderResourceViewFromMemory(3DDevice,(LPCVOID)&Textures[0], size, 0,0, &ShaderSRV, 0)); What I am doing wrong here, and how I can solve this?
  7. admiri92

    Merging two vertex buffers

    Thanks , the mistake was at merging vertex buffers.
  8. I have created two different vertex and index buffers for two different objects. Then I merged those two vertex vertex and index buffers into one vertex and index buffer and send them to input assembler ,I drawed them one by one,But just the first object is being drawn ,the second not.When I use two different buffers everything is Ok but with one large vertex buffer not. Am I missing something in my code, or have I done something wrong? What to do to draw them both. Here is some part of my code: ID3D11Buffer * mPiramidVertex; ID3D11Buffer* mPiramidIndex; ID3D11Buffer*secondVertex; ID3D11Buffer* secondIndex; ... UINT stride[] = { sizeof(Vertex), sizeof(Vertex) };// indesi i pare i cdo elementi te buferit te kulmeve UINT offset[] = { 0,0 }; ID3D11Buffer* twoBufers[] = { mPiramidVertex,secondVertex }; ID3D11Buffer* twoindices[] = { mPiramidIndex,secondIndex }; mdevicecontexct->IASetVertexBuffers(0, 2, twoBufers, stride, offset);//merging vertex buffers mdevicecontexct->IASetIndexBuffer(*twoindices, DXGI_FORMAT_R32_UINT, 0);//merging index buffers XMMATRIX view = XMLoadFloat4x4(&mView); XMMATRIX proj = XMLoadFloat4x4(&mProj); D3DX11_TECHNIQUE_DESC Desc; mTech->GetDesc( &Desc ); for(UINT p = 0; p < Desc.Passes; ++p) { XMMATRIX world = XMLoadFloat4x4(&mWorld); XMMATRIX worldViewProj = world*view*proj; mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); mTech->GetPassByIndex(p)->Apply(0, mdevicecontexct); mdevicecontexct->DrawIndexed(18, 0, 0);//first object has 18 indices and 5 vertices. mdevicecontexct->RSSetState(fillSolid); world = XMMatrixTranslation(0.0f, 1.0f, 0.0f); worldViewProj = world*view*proj; mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); mTech->GetPassByIndex(p)->Apply(0, mdevicecontexct); mdevicecontexct->DrawIndexed(36, 18, 5);//second object has 36 indices and 8 vertices. mdevicecontexct->RSSetState(fillSolid); } HR(mSwapChain->Present(0, 0));
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