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About yzzid

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  1. I was hoping some of the people from the forums at coderedgames.com were over here now. The only person I have found so far is darkzim, but it doesn't appear that he has logged in for a while.
  2. I thought the engine in the book was OK. He did say if you don't like part of it you could rewrite it, which is what I am doing. It's not perfect by all means. For instance, instead of rolling his own linked list, he should have used STL list.
  3. So far, I have implemented planar and bezier surface rendering with textures and lightmaps. I don't have the shaders or collision detection fully working, yet. Here is a screen shot of what I have, so far.
  4. The book is written by Vaughan Young. I am a little disappointed to find that his website has been dead for quite some time. We had some great discussions there. I think the engine is pretty good and still holds it's own today. It is a good engine to start with and can still be improved upon. Is anyone still using this engine? I am currently trying to modify it to render Quake 3 levels. [Edited by - yzzid on July 31, 2010 10:36:02 AM]
  5. Yeah I figured there is something wrong that is not reporting correctly. Unfortunately, since I used someone else's framework to get started quickly on this application I am not at liberty to share any code. What I might do is just start over with my own framework since I have proven everything else works. Thanks for the reply.
  6. Nevermind it seems like it is only a problem when using the debug version of Direct3D. When I switched back to the release version it works fine.
  7. OK I think I figured out the problem but I am still unclear of a solution. Basically, I am drawing my scene using an ambient pass first which should establish the proper depth in the depth buffer. What it looks like is it is invvalid after I switch to the render target depth buffer and back. My question is this: Why wouldn't Direct3D preserve the depth buffer when I am not releasing the interface? I am having D3D automatically create a depth stencil surface. Do I need to do it myself manually to get around this problem? Thanks.
  8. I am having a problem with cube textures as render targets. I have an application which is using a cube texture for a cubic shadow map. WHen I create it, I also create a depth stencil surface the same size as one face of the cube texture. When the height of my window is less than the size of the cube map and depth stencil surface, all is well. However, when I resize the window to a height greater than that my rendering fails. Unfortunately, Direct3D isn't giving me any errors at the highest output level so I am not really sure why it is not working properly. Has anyone seen this behavior before and how did you fix it? Thanks.
  9. I have a model with a skeletal bone structure Each joint has 4 things inverse rotation (quaternion) inverse translation local rotation : quaternion local translation My question is how do I calculate the matrices for each bone? Thanks.
  10. DirectX changed the interfaces for loading X files by hand in recent SDKs. If you want to use the code as is, you need to install an earlier SDK (plain 9.0 IIRC). If you want to use this code with the newer SDKs, you will need to update Jim's code to use the newer interfaces. It isn't really that difficult, I did something similar with a project I did before. Unfortunately, all of the old interfaces are there but the new D3DXLoadSkinMeshFromXof only deals with the newer DX file interfaces.
  11. I was a little disappointed to hear that since I exclusively use Windows 2000. Has anyone compared developing for DirectX using Windows 2k and WIndows XP? I am a little biased against XP since it sems like Microsoft is making their product more and more similar to the crappy and useless Apple interface. I would rather cut my wrists than touch a Mac again.
  12. Calculate the luminance of the scene (0.299 * R + 0.587 * G + 0.114 * G) Then use the result as the amount of green to render (i.e. multiply color (0, 1, 0) by the number calculated above). Please post a screen shot when you get it working. I would love to see your results.
  13. I don't see how it is possible since all the DLLs in the system directory for each SDK have the same name. Therefore, when you install another version the previous version's DLLs will get overwritten.
  14. yzzid

    boolean objects library

    If you are not using grid snapping with booleans, you need to. Since numerical roundoff is a big problem this could be the source of your problems. Although, seeing as you didn't really describe the problem you are having, I could be way off. ;)
  15. You created a projection matrix but then set it to the world matrix. This line: g_pD3DDevice->SetTransform(D3DTS_WORLD, &matProj); should be this g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
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