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About kandemor

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  1. So I can do this once at loading time and recalc the transformation matrix every frame in order to calculate the exact position of each vertex, isn't it?
  2. Sky dome or sky plane?

    Ok, then maybe the best solution is a Dome put lower than the horizon with a first layer only colored and a second layer with the clouds created with Perlin Noise, isn't it?
  3. Hello, I make a collision system that works fine with static data and now I want to add support to dynamic data (animated meshes). I'm using X meshes for my animated data and I need to know the position of its vertices in each period of time. How can I do it? Thank you!
  4. Sky dome or sky plane?

    Sorry but I don't kwow the difference between a dome and sphere. Thank you very much!
  5. Hello, I want to implement a sky with moving "clouds" (textures) into my game engine. What's the best solution, a SkyDome or a SkyPlane? Where can I find information about their implementation? Thank you very much!
  6. Is a point visible?

    Also you can use Occlusion Queries, or project the point to screen space. VinCenT
  7. Hello, I'm trying to draw one animation only one time. To do this I use this code: LPD3DXANIMATIONSET pAnimSet; m_pAnimController->GetTrackAnimationSet(0, &pAnimSet); D3DXTRACK_DESC pDesc; m_pAnimController->GetTrackDesc(0, &pDesc); double timeanim = pDesc.Position; double duration = pAnimSet->GetPeriod(); double periodicTime = pAnimSet->GetPeriodicPosition(timeanim); if ( periodicTime > ( duration - DELTA ) ) { m_pAnimController->AdvanceTime(0, 0); } else { m_pAnimController->AdvanceTime(fElapsedTime, 0); } Is there a better way to do this? Thank you! VinCenT
  8. World to Screen ERROR HELP PLEEZ !!!

    Here you have an example: Source Code I hope it will be useful to you. VinCenT.
  9. World to Screen ERROR HELP PLEEZ !!!

    Maybe other parts of your code are wrong, like draw code for example. Actually, I'm using this function and works very well. If you want to render lines, try to use the directx structure LPD3DXLINE. Good luck! VinCenT.
  10. World to Screen ERROR HELP PLEEZ !!!

    Try using this function D3DXVECTOR3 x; D3DXVec3Project(&x, &m_vPoints[i], &viewport, &proj, &view, &world); VinCenT.
  11. OPCODE question

    Oh perfect! Thank you very much! VinCenT.
  12. Try to replace VOID* pVertices with CUSTOMVERTEX* pVertices. VinCenT
  13. OPCODE question

    Hello, I'm trying to add a collision system based on Opcode in my engine. I've downloaded the 1.3 version and the user's manual, but it's the user's manual of the 1.2 version and I think some things have changed. Can someone help me, please? Where can I find information about the 1.3 version? And some sample code? Thank you! VinCenT
  14. OpenGL Problems with Z-Buffer

    Oh perfect! With 24 bits looks great! Thank you very much! VinCenT.
  15. OpenGL Problems with Z-Buffer

    Hello, I also think that is z-fighting, because there aren't coplanar polygons. The problem is that I can't set a 32bit Z buffer. I don't understand why. I have a nVidia GeForce 4 Ti 4400. If I use the following code: d3dpp.Windowed = TRUE; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D32; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, dwBehaviorFlags, d3dpp, &g_pd3dDevice ) ) ) { return; } The call don't fail, but the device is not created ( = NULL ). What can I do? Thank you very much.
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