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Paulpetk123

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About Paulpetk123

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  1. Hoi. So, this whole question has a back story. Back in 2014 I believe it was, I started programming with Unity engine(I was only 12 at that time). I thought it was silly to use a pre-made engine for game developement. So I started using Directx11 to write my own engine, did some graphic things and moved on to proccessor programming(Raspberry pi), learnt assembly, programming peripherals. I thought it was dead end, I couldn't go more low level than that. But it started to get boring. I started to get demotivated. I'm thinking about moving on to programming microcontrollers(building my own circuit, programming it etc.). But here anxiety kicks in, I don't like the thing that I change my field of programming too often, I think it may affect my future job in a bad way. Whatcha guys think?
  2. Hello, that's all I want to ask. Thanks :) C++/D3D11  
  3. Paulpetk123

    Text gets messy when scale decreased.

    I fixed my problem by adding really beautiful font rendering technique. So now I can make good small texts and really beautiful large texts : http://imgur.com/IFZNlSJ You can implement that font rendering technique by following this video : It's java/opengl tutorial, but it's easy to implement in C++/D3D11 and others. You can add some effects to the text.
  4. Hey, I'm using my own text library and I came over this bug :  http://imgur.com/dLu1PLM Does anybody know what happened and how to fix it? Thanks :)
  5. Paulpetk123

    Laptop and desktop shows different results.

    I found a pixel on my screen which is my sprite's. Found that pixel by changing primitive topology to  D3D11_primitive_topology_pointlist http://imgur.com/J0c1ZRg My vertexBuffer :  http://pastebin.com/M0i38njV Still don't know why it's only rendering one pixel. I can translate pixel's position with XMMATRIXTRANSLATION, but I can't do anything with XMMATRIXSCALING. Any thoughts?
  6. Sorry. I wrote it in wrong topic.
  7. Paulpetk123

    Laptop and desktop shows different results.

    Nope, I'm using Direct3D 11. Sprite and text classes are written by me.   I'll be doing what ya'll said then. Thanks!
  8. Paulpetk123

    Laptop and desktop shows different results.

        You made your own engine (I think?), it's pretty much impossible for us to guesstimate what's wrong unless you post some code.   I want you to guys answer what could go wrong when I change computers. What I can check in graphics debugger and others... I'm not asking you to say exactly how to fix it or what my problem is.
  9. So I have my engine. I tried to debug it in my desktop, everything seemed alright, text, sprite and objects were drawing. But then I tried to do same on my laptop, for some kind of reason, I can't see sprites and text anymore(everything is alright with objects). What should be my problem?
  10. Paulpetk123

    D3D11 Texturing doesn't work properly

    Looks like problem was that my shader file had bad layout.  This is how it was : struct PixelInputType {     float4 position : SV_POSITION;     float2 tex : TEXCOORD0;     }; it needed to be : struct PixelInputType {     float4 position : SV_POSITION;     float2 tex : TEXCOORD0; float3 normal : NORMAL;   };
  11. Paulpetk123

    D3D11 Texturing doesn't work properly

    I found my problem, but thanks still
  12. Paulpetk123

    D3D11 Texturing doesn't work properly

    http://pastebin.com/fP07Ty0F They do look legit... 37-73
  13. Hello, my problem is that my object is texturing weirdly. Problem accured when I changed something in code.   I changed from this :  http://pastebin.com/Kxdw66BG to this : http://pastebin.com/3z3BaD8h   I use only use UpdateObjectTransformations() for second skymap, which works perfectly fine, so that shouldn't be problem.   this is how texture should be : http://imgur.com/AqIWKw1 this is how it is : http://imgur.com/D6tMyWa
  14. Hello, my problem is that my object is texturing weirdly. Problem accured when I changed something in code.   I changed from this :  http://pastebin.com/Kxdw66BG to this : http://pastebin.com/3z3BaD8h   I use only use UpdateObjectTransformations() for second skymap, which works perfectly fine, so that shouldn't be problem.   this is how texture should be : http://imgur.com/AqIWKw1 this is how it is : http://imgur.com/D6tMyWa
  15. Paulpetk123

    x, y, width, height to UV

    Thanks! That worked!
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