HD86

Members
  • Content count

    1
  • Joined

  • Last visited

Community Reputation

110 Neutral

About HD86

  • Rank
    Newbie
  1. I can't delete posts. I can't edit posts. Is this forum supposed to be this way?
  2. I used D3DTADDRESS_CLAMP and the problem seems to be largely gone.
  3. Hello, I am drawing polygons that have different textures with DirectX9. If I leave the default texture filtering (D3DTEXF_POINT), I get pixelated textures. If I change the filtering to D3DTEXF_ANISOTROPIC, I get spaces or lines between the textures.   How can I get rid of the lines between the textures when I use anisotropic filtering? I tried setting D3DSAMP_MAXANISOTROPY to the maximum value on my device but that did not seem to do anything. Before using DirectX9 I was using the Viewport3D of the .NET Framework, which is built on DirectX9. I had the same problem but I managed to solve it by using RenderOptions.SetBitmapScalingMode(Viewport3D, BitmapScalingMode.Fant). This command gave me textures that were non-pixelated and also without spaces between them. I wonder how I could do the same in DirectX9.
  4. Yes the line does not move at all. Strangely, it does move if I put the transform command inside a loop and use the loop variable as a parameter. The following works: for (FLOAT i = 0; i <= 1024; i += 1024) {         D3DXMATRIXA16 TranslationMatrix;         D3DXMatrixTranslation(&TranslationMatrix, i, 0.0F, 0.0F);         Device->SetTransform(D3DTS_WORLD, &TranslationMatrix);         Device->DrawPrimitive(D3DPT_LINELIST, 0, 1); } Perhaps there is something wrong in the organization of my code. I don't understand what is going on.
  5. Hello, I have two vertices for a line: CUSTOMVERTEX LineVertices[] =     {         { 2560.0F, 0.0F, -2560.0F, 0xFFFFFFFF },         { 2560.0F, 0.0F, 2560.0F, 0xFFFFFFFF }     }; I use a translation matrix on the vertices: D3DXMATRIXA16 TranslationMatrix; D3DXMatrixTranslation(&TranslationMatrix, 1024.0F, 0.0F, 0.0F); Device->SetTransform(D3DTS_WORLD, &TranslationMatrix)); Device->DrawPrimitive(D3DPT_LINELIST, 0, 1); The translation will not work on the X or Z coordinates, but it will work on the Y, which is set to 0 in the vertices. Why doesn't it work?