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Shockwave

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  1. Ok I think I've found solution to all my problems described in the first post. I should generate another grid not for geometry but for logic and store any info I want there (in tiles). I've read about this solution here: http://www.richardssoftware.net/2013/12/pathfinding-1-map-representation-and.html and I think it completely satisfies my needs.       Thank you for your answer but I think I'll stick to having additional grid for storing all required data. As far as I understand this is a common way to handle things in RTS games.
  2. Hi, I've started a small RTS project and had encountered some interesting problems for which I can't find solutions in the Internet and thus I've made my own algos for solving 'em but I'm not sure that I'm not inventing a wheel (and even that it's not a square wheel ).   Lets say we have a terrain built from a heightmap and with textures applied to it using splatting. There are 4 textures: sand, stone (red), grass, snow.   1. I want to allow construction of buildings only on terrain covered by stone. One of the approaches I can think of is to have a quadtree structure where sectors have boolean value saying if sector is constructible or not. The smallest size of quadtree's region is a size of smallest building's aabb. This boolean value in quadtree tree node is set according to color of region of pixels in splatting texture (if all pixels are red, mark this node as one in which building construction is allowed).   2. I have a vehicle and I want to change its speed according to terrain type (for example, on sand vehicle's speed should be reduced by 0.4, etc.). So I need to know on what terrain type vehicle is on. I thought of checking splatting map's pixel color in the current position of vehicle but I'm not sure this is a correct approach.   So guys I need your opinion, if described solutions are good or I'm inventing square wheel. Any help will be much appreciated.   Thanks in advance
  3. Thank you very much for this post!
  4. Try Visual Leak Detector, it's a great tool for tracking memory leaks in Visual Studio. http://vld.codeplex.com/
  5. [quote name='andur' timestamp='1297831296' post='4774812'] You should be able to use SetValue to pass in the bytes directly. Something like: mFX->SetValue(mhP, &mProj, sizeof(mProj)); [/quote] Thank you very much [b]andur[/b]! A friend of mine told me another way to do this: [code]mFX->SetMatrix(mhP, (const D3DXMATRIX *)&mProj._11); [/code]
  6. I've decided to change math library in my engine (GAPI - DirectX9) from D3DX to XNA from the new DX SDK. The problem is that I can't find a way to pass my matrices to shader through Effect framework SetMatrix function. I tried (float*), (D3DMATRIX *) and many other things but no success. Here's a structure of XMMATRIX according to SDK help: [code]typedef struct _XMMATRIX { union { XMVECTOR r[4]; struct { FLOAT _11; FLOAT _12; FLOAT _13; FLOAT _14; FLOAT _21; FLOAT _22; FLOAT _23; FLOAT _24; FLOAT _31; FLOAT _32; FLOAT _33; FLOAT _34; FLOAT _41; FLOAT _42; FLOAT _43; FLOAT _44; }; FLOAT m[4][4]; }; } XMMATRIX;[/code]Please if anyone know how to solve this issue (pass XMMATRIX to fx shader through SetMatrix function) I'd gladly listen to the solution edit: In drawScene function I have: [code]HR(mFX->SetMatrix(mhP, &mProj));[/code] where mFX -> [code]ID3DXEffect* mFX; [/code] mhP->[code]D3DXHANDLE mhP;[/code] mProj -> [code]XMMATRIX mProj;[/code] If I use D3DX matrix - everything is fine. But if I use XMMATRIX - I receive the following compiler error: error C2664: 'ID3DXEffect::SetMatrix' : cannot convert parameter 2 from 'XMMATRIX *' to 'const D3DXMATRIX *' on this line.
  7. Maybe that's what you are looking for: GS-NPatch-Tessellation "This sample shows how to smoothen a low-polygon mesh by n-patch tessellating the input triangles in the geometry shader." http://ati.amd.com/developer/SDK/AMD_SDK_Samples_May2007/D3D_10/GS-NPatch-Tessellation.zip
  8. http://www.ati.com/developer/techpapers.html#acm2006
  9. I'd advice you to read this: ShaderX 2 Introduction to the DirectX® 9 High Level Shading Language link: http://www.ati.com/developer/ShaderX2_IntroductionToHLSL.pdf
  10. Ok thanks for your answers. :) The reason I've asked about converter is because I have found a good tutorial about per-pixel lightning for spot, point and directional light sources but implementation is in GLSL. Maybe you can advice me some good tutorial for implementing per-pixel light for directional, point and spot light sources in HLSL? I have downloaded a tutorial from www.ultimategameprogramming.com that covers a per-pixel directional light and in the source code I've found that the author gives the position for his light! As I know, directional light doesn't have a position only direction and range.
  11. Maybe somebody knows a program for converting from GLSL to HLSL code or can advise some article/tutorial/thread on a forum about how to convert manually GLSL instructions into HLSL one? For example I'm confused with varying variables. Thanks in advance. [Edited by - Shockwave on March 13, 2006 8:43:54 AM]
  12. I would recommend you to download this pdf file from ATI’s developer site. In my opinion, this tutorial is very helpful and interesting. http://www.ati.com/developer/ShaderX2_IntroductionToHLSL.pdf
  13. Thanks falkone!
  14. Please help me! I cann't find any tutorial about using BSP tree to generate lightmaps on DirectX 9. Could you help me giving some information or links about it. I don't want to use a Quake3 bsp. Best regards, Peter