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About DarthJappie

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  1. OpenGL GLSL array indexing by variable

    Hi, We had the exact same problem a couple of weeks ago. On Ati cards, skinning stopped working, while on NVidia cards all was still good. It turned out that if we initialized the bonematrices array with about 70 matrices, it didn't work, but if we scaled the number down to say 50, it started working again. Maybe you can try that?
  2. Should I continue using OpenGL?

    Alternatively, you could take a look at a more out-of-the-box solution, such as Unity. It gives you a development environment for 3D games, with things like collision and input available to you via C# scripts.
  3. Offline Rendering

    This might be a nice introduction to building a raytracer.
  4. per-vertex animation

    Hi! I wouldn't export data for every frame of the animation, but rather for a number of keyframes (an animator usually defines these keyframes within an animation package like 3DS Max) and have your animation code interpolate between the vertex positions at these key poses. Hope that helps.
  5. (DX9 C++) Memory leak on DestroyWindow()

    First off, take look at this line: DINPUT8: unloaded before all objects released. (cRef:6) It seems memory has still been allocated for DirectInput objects when your application exits. This line: D3DX: MEMORY LEAKS DETECTED: 2 allocations unfreed (88 bytes) indicates it concerns two allocations (2 objects?). This line: D3DX: Set HKLM\Software\Microsoft\Direct3D\D3DXBreakOnAllocId=0x291 to debug indicates you can set a breakpoint on AllocID 0x291 (using the DirectX Control Panel addon, 'directx.cpl'). This allows your debugger to break at the point of allocation of the objects you forgot to free.
  6. C#?

    To people who are just starting out, I always recommend taking a look at Microsoft's XNA (for which, luckily for you, you can program in C#).
  7. Rotation of X file ?

    Could it be it's a quaternion?
  8. [.net] Use C++ Code in C#

    Hello there! I've done this myself, created a C# editor for my C++ game engine, using C++/CLI. I started out with this chapter of Game Engine Toolset Development: Bonus chapter. Hope that will get you going. Best regards
  9. Simple Drop Shadows (WoW-like)

    Can't you just draw an alpha blended, circular sprite underneath the character, aligned with the terrain based on the ground plane normal?
  10. Have you tried creating and rendering from within your MyApp program, to ensure that device creation and rendering works altogether? Also, if you get an all black PictureBox chances are everything works fine (seeing as you only clear the screen in the Render function). Is the Render function called at all (try a breakpoint there)? I've made something similar to this, only MyLib references an unmanaged 3D renderer in my case. I've got the code at home though, so I'll post something when I get out of work.
  11. Multi drawing window with D3d

    You don't need multiple devices; iirc multiple viewports can be achieved by correctly setting up swapchains. This may help.
  12. How to convert 3D Max martix to DirectX matrix

    Hi, here's an old code snippet I use to convert matrices to DirectX format: Matrix3 ConvertMatrixToDirectX(Matrix3 m) { Point3 row1, row2; row1 = m.GetRow(1); row2 = m.GetRow(2); m.SetRow(1, row2); m.SetRow(2, row1); Point4 col1, col2; col1 = m.GetColumn(1); col2 = m.GetColumn(2); m.SetColumn(1, col2); m.SetColumn(2, col1); return m; } Good luck!
  13. Motion Blur, and Post-Processing?

    Take a look at this GamaSutra article for an explanation of a fullscreen, post-processing glow.
  14. Render States in FX Composer

    Hi, there is a chapter in the DirectX SDK's documentation entitled 'Effect States'. It lists all the states (among which are the alpha blending states) that you can change in effect files. These are usable in FX Composer as well. Good luck!
  15. OpenGL Shadow Mapping problem

    Hi, my OpenGL's a bit rusty, so I can't really comment on your code, but here are some pointer that may help you on your way. About the Z-fighting: my first hunch would be to add a small bias to the depths in the shadowmap, but I see you added a bias using a matrix. Have you tried rendering the contents of the actual shadowmap to a file, so you can make sure that a) the light is at the right position, b) it's facing the right direction, c) the objects are where they belong in world space.