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jasonsa

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About jasonsa

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  1. jasonsa

    Anyone use DXUTSetConstantFrameTime?

    Its great if your rendering slowly (like 1fps in ref rast), but you don't want your animation to just ahead by 1sec per frame. Esp good if your capture screens to make a movie... Jason
  2. jasonsa

    DirectX August SDK

    Yes, that's right. A D3D10.1 device pointer will work on with D3D10.0 HW and D3D10.1 HW, however there are some new features in D3D10.1 that to use will require D3D10.1 HW. If you pass D3D10_FEATURE_LEVEL0 to D3D10CreateDevice1(), then the function succeed if there's D3D10.1 HW or D3D10.0 HW. If you pass D3D10_FEATURE_LEVEL1 to D3D10CreateDevice1(), then the function will only succeed if there's D3D10.1 HW. So if you want to support both D3D10.0 and D3D10.1 in the same app, you can use a D3D10.0 device pointer everywhere except where you want to you really need D3D10.1 features and then you can switch to your D3D10.1 device pointer (if you were to create it with D3D10_FEATURE_LEVEL1). This is good because existing D3D10.0 code doesn't have to change to support D3D10.1 In the Nov07 DXSDK, DXUT will support D3D10.1 in basically this manner -- it'll work as it does now without SP1 installed, but if you have SP1 installed and a D3D10.1 device, then you can start using a D3D10.1 device pointer in your app where you want to if its not NULL. Jason
  3. jasonsa

    Compiling DXUT wo DX10

    Sorry to hear your having troubles. The DXSDK samples work around this issue by delay loading the D3DX10 dlls. Once you link to the d3dx10 lib and delay load the D3DX10 dll, DXUT based apps will run fine on Windows XP because no D3D10 APIs will be called. More info about delay loading can be found here: http://msdn2.microsoft.com/en-us/library/151kt790(VS.80).aspx Jason DXSDK dev lead
  4. jasonsa

    Using DXUT as a framework

    We haven't changed DXUT much since 2005 in terms of interface design, but we do fix bugs on occassion so I recommend a more recent version. I should note that we did create a new version of DXUT (found in the Samples\C++\DXUT folder) that can support both D3D9 and/or D3D10 depending on what your app supports and the OS/HW you have. The old DXUT version that just supports D3D9 will be going away in a future SDK since the new version is superset of the functionality. Jason DXSDK dev lead
  5. The DirectMusic tab was removed from dxdiag for Vista (I personally made the change in fact), but DirectMusic is still alive and kicking in the RTM build of Vista. However, I will say that if you’re a game developer working on a new game, please don't use DirectMusic. We're trying to move everyone away from DirectMusic -- preferably to XACT. Jason
  6. jasonsa

    no december DXSDK?

    D3D9 is of course far from dead and it is still very important to Windows game developers, so I don't imagine it will be pulled out of the SDK until that changes. From the samples perspective of the DXSDK, we're of course going focus less on D3D9 and more on D3D10 and future graphics APIs because that's where the innovation is and where the industry will eventually move to. And from the samples perspective, we're also focusing some energy on general Windows topics through various articles and samples to help game developers understand Windows Vista and how it impacts their game. Jason
  7. You can read more about Direct3D 9Ex here: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/Graphics_APIs_in_Windows_Vista.asp
  8. Oh, sorry. Try: meshconvert.exe /o output.sdkmesh input.x and meshconvert.exe /? should list all the options. If there's something that doesn't work and it seems like it should, please send the file your trying to convert to directx@microsoft.com and we'll take a look.
  9. Use the meshconvert.exe tool that ships in the DXSDK. It'll convert back and forth.
  10. jasonsa

    DXUT - tutorials or help getting started...

    We added some pre-DXUT as well as DXUT based tutorials for Direct3D 10 which you might find useful. They can be found in the Direct3D 10 tutorial section of the samplebrowser. However for a beginner I would recommend learning and getting comfortable with Direct3D 9 for now. Much of the knowledge learned will care over to Direct3D 10 Jason
  11. jasonsa

    dxut in d3d10

    Sorry, your using the tutorial in way that's slightly beyond the scope of how we designed it. To keep it simply, that tutorial 8 only includes the core part of DXUT for D3D10 (dxut.cpp, dxutenum.cpp, dxutmisc.cpp). The later tutorials (eg, tutorial10) include the full set of DXUT files. If you include \DXUT\Optional\sdkmesh.cpp, sdkmesh.h it should start working. Jason DXSDK dev lead
  12. jasonsa

    DX causing monitor not to sleep?

    D3D should not be interfering in screensaver policy -- not sure why you're seeing what your seeing. However, the correct way to disable the screensaver is to call this API: SetThreadExecutionState(ES_MONITOR_REQUIRED); This was recently changed in DXUT. For a long time, DXUT incorrectly used SC_MONITORPOWER but this isn't the right way to disable screensavers. Jason DirectX SDK Dev Lead
  13. jasonsa

    CDXUTRadioButton group

    No, for now you have to ask each control using GetChecked(). If you wanted to modify the source, just copy and modify the CDXUTDialog::ClearRadioButtonGroup() function to do this. Jason
  14. jasonsa

    DXUT gui

    Quote:Original post by paic Yerks ! I just looked at it -_- They just converted the .dds to DWORD table : static const DWORD g_DXUTGUITextureSrcData[] = { 0x20534444, .... } quite ugly, and you now have 2 files to include (DXUTRes.cpp and DXUTRes.h) instead of just DXUTControl.dss. AND you can't modify the .dds now, so you're stuck with the ugly graphics ^^ Oh, and they are still using this awfull blending method which consists on drawing twice their buttons, checkbox, texts, etc. instead of simply having 2 colors and interpolate between them -_- So from my point of view : there's no improvement. It's even uglier than previous versions (because of the .dds that was replace by a .cpp and a .h) Not true -- you aren't trapped into using the array. All that data array is a default path so you don't have to copy the dxutcontrols.dds around when you make a new DXUT based app (requested by various customers who didn't want external files to use DXUT) So now if you want to customize the controls, you can use the CDXUTDialog::Init() function you want: void Init( CDXUTDialogResourceManager* pManager, bool bRegisterDialog = true ); void Init( CDXUTDialogResourceManager* pManager, bool bRegisterDialog, LPCWSTR pszControlTextureFilename ); void Init( CDXUTDialogResourceManager* pManager, bool bRegisterDialog, LPCWSTR szControlTextureResourceName, HMODULE hControlTextureResourceModule ); The first one uses the array, the 2nd uses a file, and the 3rd uses an embedded resource. Jason DirectX SDK dev lead
  15. jasonsa

    DXUT gui

    Take a look at the more recent SDKs. Its less tied to the core DXUT system, and it doesn't require external resource files (DXUTControls.dds) to use. Outside of that, feel free to extend it in anyway you like. There's no plans to change it in any big way (outside of adding support for Direct3D 10)
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