# Crusty

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1. ## Making part of your texture transparent

to SET bit use inclusive OR pCurrentPixel = pCurrentPixel | 0xff000000;
2. ## [DX9] 2d animation

theoretically u have it so just code it :) ... or whats the problem?
3. ## Applying pixel shader effect not to the entire texture

or test for U,V coordinates if(u > 0.2 && u < 0.8) { //do shader }
4. ## Texture alpha channel (DirectX 9) and other questions

Maybe you should try to create these two textures and blend them together with correct setting of alpha-blending
5. ## Strange issues with flickering triangles

can we see any screenshot?
6. ## Wheel spin

At each frame I get new value of time and set it to CurrentTime. When wheel start rotate I save time, when it starts, to StartTime I set how long rotation take ... for example TotalTime = 2.0 (2 seconds) Then at each loop I calculate current elapsed time. Its percentage-like value, from 0.0 to 1.0 I get value what i saved to TimeRatio : TimeRatio = (CurrentTime - StartTime) / TotalTime; Then I simply multiple it by lenght of track to get current position. ... maybe I have just "visual" problem like stroboscopic effect. Because at low FPS differences between symbol positions could be too big.
7. ## openGL question

to settis : maybe default value :) and at your source code, try to find all functions what sets up this farPlane value ...
8. ## Wheel spin

Hi All Im doing slot machine game and Im confused with one think I have wheel represented as 4 tiles.Each 1 tile have bitmap of 1 symbol. These tiles are moving from up-down to simulate wheel spin. Id like to get some hints from u ... how to make em rotating "frame-rate" independent and to stop at correct, alligned possition? I tried to define lenght of track to move, start possition and total time of rotation. at each frame im doing somethink like this : TimeRatio = (CurrentTime - StartTime) / TotalTime; TrackRatio = TimeRatio * TrackLenght; ... but this didnt makes me FPS independent .. what is problem. can any1 help plz? (and sorry about bad english ...)