Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

115 Neutral

About Uriel

  • Rank
  1. Uriel

    For those who miss MetalSlug -)

    It took two months to finish the game. Around 2 weeks of design, 4 weeks of work and 2 weeks of insane-before-deadline-work... and hey, thanks for kind word ;-)
  2. Hello! We just have finished our first finished game ;-) and it would be great to get some constructive criticism. Game is freeware and can be grabbed at http://binarny.pjwstk.edu.pl/en/ Goal was to make game that could be played on public PC just like old arcade games.. so it may appear little difficult at first glance ;-)
  3. Hello! I have a problem and I hope you can help me. I'm playing movie using DShow. Everything works fine but I would like to place the sound from the movie somewhere in the scene (eg. TV located in a room). I have 3d sound already (using DSound). I know there should be a way to direct soundstream from the movie onto D3DSBUFFER. Could anyone direct me to sample or can give me some other directions how to do it. Thanks in advance.
  4. Hello again! Sorry for remaining silent - had other project deadline.. So - im using CCritSec just like Kamikaze15 suggested. It seems to work fine! BUT! (always there is something..) When app finishes im unable to delete CCritSec object, as well as CTextureRenderer object ( im using code from Texture3D9 sample, and i can see MS is not deleting their objects created with new - i get unfreed mem there (suprise) but if i try to delete() those pointers i get nasty errors ) First-chance exception at 0x00491e19 in Orda.exe: 0xC0000005: Access violation reading location 0xfeeefefa. Unhandled exception at 0x00491e19 in Orda.exe: 0xC0000005: Access violation reading location 0xfeeefefa. Also, if i dont try to delete anything, i still get exception in CCritSec related classes - should i release CCritSec object in some special way? There is nothing in MSDN about it... So, maybe someone had that problems with Texture3D9 before? Is there some DShow stuff that i have to release before delete? (I am using DShowCleanup() froms MS sample before delete attempt). Any help much appreciated! [Edited by - Uriel on January 19, 2006 8:56:34 PM]
  5. Well, here i am again with probems.. It seems that DShow renders movie frames to my texture in separate thread. Well, thats fine. But sometimes my app crashes - DShow locks my textures while im rendering with them. (Or vice versa, cant say) I tried to make it thread safe with poor man mutex - boolean indicating if something is locking texture. Its still crashing from time to time. Im a bit lost in here - debug gives me only asm, so im not sure if it fails while i render or while DShow renders something (since my boolean trick failed i suppose that its DShow trying tp render while im rendering). Any advices? Is there something i could have overlooked like MakeMyDShowThreadSafe()? Maybe some flags i couldnt find? Thanks for any help i hate multi threading i cant see... PS - My app is not crashing, DXDebug stops it - if i ignore problem app is running fine...
  6. Thanks! Then ill just use DShow anyway.
  7. Hello! I need to render video stream to d3dsurface (basicly to create texture playing avi file) - but i just found out that directShow is no longer recommended for games and was excluded from dx sdk. Could anyone point me to some 3rd party sdk that would allow me to render avi file and copy frame to surface OR BETTER point me to some tutorial showing how can this be done now? Thanks in advance.
  8. Ho ho ho! I get following warning: Direct3D9: (WARN) :Can not render to a render target that is also used as a texture. A render target was detected as bound, but couldn't detect if texture was actually used in rendering. Sure i do use SetTexture on my render targets - everything renders fine but getting that warning is annoying so does anyone know how i can unbind my textures?
  9. Hi! What i do is : CreateOffscreenPlainSurface(..) Then i get front buffer to it (ya can guess whats the funtion name for that one ;-) ) And then i save that surface to file. Works for me all the time.
  10. Uriel

    MipMapLodBias question

    That anwsers the question, thanks!
  11. Uriel

    MipMapLodBias question

    Thanks! So MipMapLodBias only modifes the default Lod Bias? And what is the dafault value? I mean: how close should i be to plane to see MIPstade 0 and how far should i be to see last stage (say - stage 10) ? Now i can see, that when i set MipMapLodBias to 7 im loosing detail faster - whatmore i never see the highest quality texture - even if i touch the plane.
  12. Hello! Im loading texture from file with mipmap chain (generated with DxTextureTool): D3DXCreateTextureFromFileEx(lpD3DDevice, "blabla.dds", 0, 0, D3DX_FROM_FILE, 0,D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT,D3DX_DEFAULT, 0, NULL, NULL, &(m_pTexture)); Next i render mesh using above texture and in sampler i set MipFilter = Linear; MipMapLodBias = 0; The problem (I was browisng thru docs, but i didnt get any anwsers..): Am i using mipmaps already? Cant see any difference when zooming - should i set something more? If i set MipMapLodBias = 100 textures get blurred. But docs state that 0 is default. So in what way MipMapLodBias influence mipmapping? Is 0 proper value? If yes, then what stage should i see if model is, say, 10 units away? Thanks in advance for help!
  13. Uriel

    Rendering a sky box - how

    Aye, that solves it. Thanks.
  14. Hello! I was trying to render a skybox textures, and i found myself in dead spot. Are there any plugins / scripts for, say, Maya that allows rendering seamless skybox textures? I was trying to render six orthogonal views, but results were.. well it was far from OK. Even some guides how should i set cameras would be of great help... Thanks in advance for any help!
  15. *solved* /NODEFAULTLIB:LIBCD helped after all. Thanks all for the help. I had a solution on screen all that time, heh. [Edited by - Uriel on August 15, 2005 2:06:18 PM]
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!