PresentationInterval choice... and test my demo
Thanks, that must be it.
I just did a new release and placed it here:
www.sierracosworth.nl/gamedev/2012-12-30-demowindowed.zip
www.sierracosworth.nl/gamedev/2012-12-30-demofullscreen.zip
Can you try it out?
I didn't include any d3dx DLL files now, if it asks for it on your system, can you tell me the exact name?
(then I'll include the 32bit version of it in the ZIP files). This shouldn't be the case because in my release build I know used d3dx9 instead of d3dx9d.
I just did a new release and placed it here:
www.sierracosworth.nl/gamedev/2012-12-30-demowindowed.zip
www.sierracosworth.nl/gamedev/2012-12-30-demofullscreen.zip
Can you try it out?
I didn't include any d3dx DLL files now, if it asks for it on your system, can you tell me the exact name?
(then I'll include the 32bit version of it in the ZIP files). This shouldn't be the case because in my release build I know used d3dx9 instead of d3dx9d.
Thanks! Good to hear that ít's working on other machines :)
Normals were because of wrong adjacency, use NULL now and check if source mesh has normals or not (if so keep them).
Everything is working now :).
I'd recommend normalizing the input from the keyboard to make the player move the same speed in every direction.
Hi, Thanks.
I do that partially, based on calculation/ timer (FPS), allthough it's not normalized comparing W/S/A/D movement and freelook with the mouse
(using a float value multiplied by the speedfactor of the timer, the float value depends on the scale of the meshes).
I'll look into it, thanks for the hint
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement