Eddie Zehoo

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About Eddie Zehoo

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  1. Hi, I'm deciding btwn the Cipher engine and the Torque engine. Cipher's recently added support for landscape, and their indoor-rendering (via shaders) looks way better than those in Torque. However, I haven't really tried the Torque shader engine yet.. :) Has anyone tried both? Which one gives better rendering performance? Thanks! Regards, Ed
  2. Voice acting needed

    Hello, We're working on a game project, and we need voice acting for our game. Here's a little brief on what we need 1. American accent voices 2. About 6-7 different male voices, 1 female 3. About 10,000 words to be voiced in total 4. Our budget is somewhere along the lines of USD 1,000 5. Job most likely conducted over E-mails/phone calls. (We are based in Kuala Lumpur, Malaysia). Payment terms is most likely: Once we receive half of the spoken script, we send you half the payment, and then we will issue full payment upon completion of job. Or, for better sense of security, we can conduct the job over a third party escrow-based site. If there's anyone who's willing to do this, let me know.. Regards, Ed Zehoo
  3. Translation or VB Locking-unlocking

    Thanks! But if I use that method, I would have to do this ? : for(i=0;i<=quads_todraw;i++) { D3DXMATRIX Position; D3DXMatrixTranslation(&Position,quad_X[i],quad_Y[i], 0.0f); lp_3DDevice->SetTransform(D3DTS_VIEW, &Position); lp_3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2); } Wouldn't this be bad? Because I can no longer batch my primitives in a single DrawPrimitive call? Or am I doing it the wrong way? Regards, Ed Zehoo
  4. Hi, I'm doing a top-down 2D game. Can Matrix Translations be used to position each textured quad at their correct positions in the game world? Currently I'm using Matrix Translations for screen scrolling. (What I do is apply the matrix on D3DTS_WORLD to scroll every quad in the game world so that it gives the effect of scrolling), but what if I wanted to move an object IN the game world itself? Should I do a separate translation for each single object on the screen ? (that would be bad, since I need to do batching with my textured quads). Someone recommended that I lock the vertex buffer and change the coordinates of each textured quad manually. I'm looking for a second opinion on this . Thxs in advance, Regards, Ed Zehoo
  5. Vertex Declaration and SetFVF

    Hi IFoobar, I've checked through my Render function again, but I can't see anything which would clobber the SetFVF call. Here's my Render function below : (Could it be the D3DXFont object - lp_FontObj) ? Thx! void ML_GAMEAPP::Render() { lp_Direct3DDevice->BeginScene (); //Print out the FPS Text if (lp_FontObj!=NULL) lp_FontObj->Begin(); if (lp_FontObj!=NULL) lp_FontObj->DrawTextA((LPCSTR)strTextBuffer,-1,&rctFontRect,DT_LEFT,0xFFBBBBBB); if (lp_FontObj!=NULL) lp_FontObj->End(); //Draw the quad lp_3DDevice->SetTexture (0,lp_TextureToLoad); lp_3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2); lp_Direct3DDevice->EndScene (); lp_Direct3DDevice->Present(NULL,NULL,NULL,NULL); UpdateFPS(); } void ML_GAMEAPP::UpdateFPS() { lngFramesElapsed++; float fltCurrentUpdate = GetGameTime(); if( fltCurrentUpdate - fltLastUpdate > fltUpdateInterval ) { fltFPS = lngFramesElapsed / (fltCurrentUpdate - fltLastUpdate); fltLastUpdate = fltCurrentUpdate; lngFramesElapsed = 0; } sprintf(strTextBuffer,"FPS : %.2f",fltFPS); }
  6. Vertex Declaration and SetFVF

    Hi Daedalus, Thanks for posting! .. but I fixed it already. It was due to SetFVF not being in the Render loop.. I called it only once during Initialization. Geez, MSDN never said anything about SetFVF having to be in the Render loop.... another day wasted. but thanks anyway! Regards, Ed Zehoo
  7. Hi, I'm having problems with FVF. It seems that if I have RHW enabled, the following works, and there's no problem : lp_3DDevice->SetVertexShader(NULL); lp_3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); But once I turn RHW off, I get this message in VisualC++'s debug window : "Direct3D9: (ERROR) :Current vertex shader declaration doesn't match VB's FVF" I am very sure my Vertex structs and flags have all been defined appropriately.Any idea, anyone? Thx! Regards, Ed Zehoo
  8. Weird Problem with SetFVF

    Hi IFoobar, The size of the struct is definitely correct, since I'm using the sizeof macro. lp_3DDevice->SetStreamSource (0,lp_PrimaryVertexBuffer,0,sizeof(CUSTOMVERTEX)); Anyway, I have narrowed down the problem to this : Basically if RHW was specified and used, SetFVF has no problems. Once RHW is taken out, Direct3D 9 then says that my vertex shader declaration doesnt match VB's FVF, although I am 200% sure it does. I'm not sure if anyone else got this same problem, but I am *thinking* once you switch to non-RHW projection, maybe Direct3D requires you to write a vertex shader and set it via SetVertexShader, and totally ignore whatever you set with SetFVF (the fixed function vertex pipeline)... Please help, IFoobar, anyone!! This is driving me nuts Regards, Ed Zehoo
  9. Hi! I keep running into this problem where during my game, VC++ spits out the following error "Direct3D9: (ERROR) :Current vertex shader declaration doesn't match VB's FVF" in the Debug section. Previously I used HRESULT hResult=lp_3DDevice->CreateVertexBuffer (6 * sizeof(CUSTOMVERTEX),D3DUSAGE_WRITEONLY ,D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,D3DPOOL_DEFAULT, &lp_PrimaryVertexBuffer,NULL); lp_3DDevice->SetVertexShader (NULL); lp_3DDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1); and everything ran fine, but then I decided to get rid of RHW, and use orthographic projection, So I changed my FVF flags and the code became : HRESULT hResult=lp_3DDevice->CreateVertexBuffer (6 * sizeof(CUSTOMVERTEX),D3DUSAGE_WRITEONLY ,D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1,D3DPOOL_DEFAULT, &lp_PrimaryVertexBuffer,NULL); lp_3DDevice->SetVertexShader (NULL); lp_3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); But now Direct3D complains that my "Current vertex shader declaration doesn't match VB's FVF" .. , and then a subsequent "DrawPrimitive Failed". I'm using Direct3D 9, which means I can't simply use SetVertexShader(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) because it only takes in a pointer. I've spent countless hours on this.. Whats the problem with the code? All and any help appreciated! Regards, Ed Zehoo
  10. Hi, I'm making a 2D game in Direct3D (top-down view) and I'm using textured quads to animate my sprites. I've been reading up on Static Vertex Buffers, and that Locking should be used minimally. So I've got all my vertices in a static vertex buffer at their respective locations. Now say I want to scroll the screen to my right, which means that the positions of all my vertices should be updated to reflect the scroll. Should I 1) Lock the buffer, recalculate sprite position, then update every vertex position in there or .. 2) Use a transformation matrix to transform all my vertices? How is this normally done? 3) or Change the viewport /eye position? or something... is this even possible? Thx! All help appreciated Regards, Ed Zehoo
  11. Create good looking skyboxes

    You may already know this, but take a look at Terragen : http://www.planetside.co.uk/terragen/ It's a pretty good tool to make greatlooking skyboxes Regards
  12. Thanks for the help guys Regards, Ed Zehoo
  13. Hi, Should I use D3DFont to print out the frame rate text in the corner of the screen, or should I build my own font-set and load them as textured quads? What I'm concerned is whether the performance of D3DFont drawing would affect the FPS itself. Thx! Regards, Ed Zehoo
  14. How to change transparency dynamically?

    Thanks agony, supernat02 the code works!
  15. Hi, Another question. Is there a way to change the level of transparency (alpha blending) of a texture via DirectX during runtime, instead of setting it in stone in the alpha channel of the image file? The reason why I want to do this is so that I can make a texture slowly fade into visibility on top of a background picture. Thx ! any and all help appreciated Regards, Ed Zehoo