ext

Members
  • Content count

    169
  • Joined

  • Last visited

Community Reputation

180 Neutral

About ext

  • Rank
    Member
  1. As an alternative you could render to a texture and then place a rectangle with this texture in your world. If your text does not change often this would be an acceptable solution, but if you've got a lot of text that changes much, you should definitely go with the advices already given and roll your own.
  2. Hi, I'm currently looking for a book about DirectX, originally I wanted "Introduction to 3D Game Programming with DirectX 10" but now I'm not sure if I even need a DirectX10 book, or just go with "Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach" and pick up the DirectX10 stuff from the documentation. While looking for the answer I found another book, that really looks great: "3D Games Programming: Using DirectX 10 and Open Gl: Using Directx 10 and Opengl" but I couldn't find a sample chapter or something like that on the web. Has anybody of you read the last book and can tell me something about it? And what do you think should I get a book about DirectX9 to learn about shaders (only used the fixed function pipeline before) and learn the new DX10 stuff later, or is it better to get me a book about DX10?
  3. Quote:Original post by Kwizatz I've been eying this pack for a while [smile]. This box looks nice, but in Germany it costs 99€ (that's ~150$) that's just too much for me, but fortunately the library of my university has these two books :-)
  4. Quote:Original post by Cromulent Quote:Original post by ext Hello, I'm looking for a (good) book which covers OpenGL, but focuses on shaders and less on the fixed function pipeline. It can be heavy on math and I would appreciate if it also covers more andvanced render techniques. Do you have any recommendations for me? ext. Why don't you get the orange book? That along with the most recent version of the red book should keep you going for a while. Thank you, I didn't knew there was another opengl book, I only knew the red and blue books.
  5. Quote:Original post by ndhb Apart from the obvious "OpenGL Programming Guide", I thought the book "Advanced Graphics Programming Using OpenGL (McReynolds/Blythe)" was quite good. I don't know of any good book that covers OpenGL with focus on shaders. You probably have to pickup a few books instead. The "ShaderX" and "GPU Gems" series are both good sources of modern techniques. Quote:Original post by ext Although I suppose that SM4.0 is HLSL only or? You can use any of the 3 popular shading languages (GLSL/CG/HLSL) to access SM4 features. Hello, sorry for the late reply. Thanks for your advice, the Advanced ... book looks really nice, I think I'll give it a try. ext.
  6. I could tell you how to do it on paper and how to do it in general, but not how to do it exactly using opengl functions. And I suppose there is a nice cooking recipe how to do it efficiently. So I'm sorry that I cannot help you. Ext.
  7. Hello, by calling gluUnproject you have a line/ray in your world coordinate System, no all you have to do is to intersect the XZ plane with this rayto get the coodinates of the mouse cursor on your XZ plane. Ext.
  8. Hi, ok thank you. I just searched for the shaderx series and the first book of the series seems already out of print, is this book even of relevance today? I want to learn todays rendering techniques with shaders and not some very old techniques, by todays standard. I've got a GF8, so everything up to SM4.0 is fine. Although I suppose that SM4.0 is HLSL only or?
  9. Hello, I'm looking for a (good) book which covers OpenGL, but focuses on shaders and less on the fixed function pipeline. It can be heavy on math and I would appreciate if it also covers more andvanced render techniques. Do you have any recommendations for me? ext.
  10. Quote:Original post by jpetrie My understanding is that the zipped formats, once unzipped, are identical to either the binary or text forms. So you simply need to un-zip (the zip encoding is not a part of the X specification, obviously) the blob of data after the header, and continue as if it were a regular text or binary X file. Most zip libraries allow you to unzip a binary stream in memory. Thank you, but I already knew this. I'm looking for a summary of all possible format identifiers that can stand in the x header. Ext.
  11. Is there something as an up to date documentation of the .x file format? Depending on the source there exist the following possible ways of data encoding/representation inside the .x file: -txt -bin those two are the same on all resources I've come across, so far. But then it's also possible to store text or binary .x files in a compressed format and I've come across the following specifications for compressed formats: -"cmp " followed by 4bytes specifying the compression type, for example "lzw " -"com " followed by 4bytes specifying the compression type, for example "lzw " -"bzip" for binary in MS Zip format -"tzip" for text in MS Zip format The last two are not listed in the x file format reference on the msdn, but the dwarf.x file which comes with the DirectX SDK is stored in bzip. So does anyone of you know of a specification which covers all possible encoding types? Thanks. Ext
  12. Creating UI in DirectX

    There's also a book about designing user interfaces in directx. It's called "DirectX 9 User Interfaces: Design and Implementation" from the author Alan Thorn. I don't know it it's good (maybe someone here read it and can say something about it), but I thought I tell you of this book :-). Ext
  13. Rendering .x files....

    Your constructor has nothing to do with the effects, besides retrieving an id to an effect. If you can ensure that the id is valid you have to look somewhere else for your problem with rendering with effects.
  14. Have you tried a complete rebuild? Maybe there's some old stuff in one of the object file.