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About TriML

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  1. Hi, I am just starting shader programming, so plz dont angry if this seems stupid :) I am trying to use Cg with directx in C++ for this. So, do we have to write both vertex and pixel shaders or one of them? Can i use only a pixel shader in my program? Also, any tutorials links in this regard will be nice. Thanks
  2. I have a D3D activex control using MFC and currently using OnIdle for update. As it seems not the good aproach, so what will be the best option to implement a game loop in this case? I came across this article, Continuous Updating in MFC is it sufficient for the purpose or there's more? Please elaborate in detail. Thanks.
  3. Hi Folks, I have developed a dx application, now i want to add the functionality for detecting compatible directx version when running on user machine. Also, how can i check for the d3dx dll's i used for my app? If the dll's are not present on the user machine, how can i prompt user for downloading it and provide link? I am using April 2006 sdk, is the dx runtime is only requirement for applications to run or i have to check for dll's like d3dx_30.dll? Please elaborate the procedure? Thanks
  4. I am having trouble using camera classes in DXUT (new to it). I just want to use the first person camera class for my application but could not understand how it works. Can someone explain how to use it or any tutuorial or sample using it, so that i can understand the working? Thanks
  5. TriML

    3D graphics engine book?

    The books by David Eberly are excellent but they are of quite adavance nature. And i think they dont disucss Direct3D much if you are looking for that. Although the WildMagic engine contains renderers for opengl and direct3d both now. In general, you have to be good with methematics stuff to digest it. Stefan Zerbst's book is also very good and sounds like what you are looking for. But agian i doubt it can be advanced stuff if you are new to direct3d. If you are really new, then start with basic tutorials and books like "Introduction to 3D game programming with directx 9". Then go to advance stuff. Just my thought...
  6. I am developing an activex control that involves directx programming. I have used MFC Wizard to create the control, made a simple class for directx initialization setup and used this class object to draw the control. This is working fine. Now i want to take advantage of the directx framework (DXUT) instead of my simple directx class. But the way it works is through callback functions. There are many different classes for different tasks and callback functions to initialize, setup an application. The samples i have seen used these global callback functions and call them in WinMain for a desktop application. My problem is how to make use of this framework in my case i.e. activex conrol. In a simple class, i just used its instance and create in OnCreate() , render in OnDraw(). But how do i can manage this callback function process in activex control application?
  7. Quote:Original post by Sneftel Area weighting is important. Otherwise, most points are going to end up in high-poly regions like faces. hmm... and how can i do that? and will it produce points uniform on the surface?
  8. Quote:Original post by Sneftel do you want points randomly distributed but overall uniformly distributed yes that's the case
  9. Thanks for the replies Sneftel: What i m currently doing is picking a triangle randomly from the list of all triangles of the mesh, dont know about area-weighted...and then generating a point randomly in this triangle. This is fine, points are being generated on the surface of the model but they are not enenly distributed. playmesumch00ns: So for point repulsion, i have to calculate the force between points. Can u explain it a little?
  10. I have a model loaded in a directx app and generating poinsts randomly over the model surface. I want to arrange these points as to be placed uniformly over the surface not as most points in one triange and none in other. How can this be acheived? Thanks
  11. Thanks for the link but i am still unable to find a proper solution to my problem. Here's what i want to do, i am loading a .x file so i got a ID3DXMesh pointer for the mesh. Now like i can use GetNumFaces() to get the number of faces in the mesh, i want to store information(vertex info of each face) about every face in the mesh in a list upon which i could do further operations. Thanks for any help.
  12. I want to get a list of all the triangles in a mesh loaed from some .x file. Do i have to use GetIndexBuffer() or GetVertexBuffer() or what? Any idea?
  13. I have been working with Worley's algorithm for cellular texturing implementations but having hard time getting it worked. Can somebody gives idea about how to use it to generate cellular textures of some pattern?
  14. Quote:Original post by haphazardlynamed wow! a texure that has a uniform appeareance yet doesn't have periodic(tiling) issues? That sounds really useful for texturing my terrain I wonder how you make one..... see this doc
  15. Quote:Original post by Dave Googled - Please Google before you ask. Surely i did but could not find appropriate. Most of the results were using the terms not defining or discussing. Thats why i put it here.
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