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Some recent topics started on our forums |
Lorcraft
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Hi,
i wanted to present the project i am working on for the last two and a half year.
Its a oblivion/diablo like game, and this is a small demo i created.
The whole game has around 110.000 lines of code and contains a lot of stuff.
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Posted February 13, 2010 12:45:39 PM
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plane plane test
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hello
i got some problems with plane/plane math. I have 2 frustums defined by 6 planes from Type: D3DXPLANE.
So now i want to check if from frustum A Plane0 (NearPlane) is visible for the FrustumB. As far as i know i must now check this Plane... |
Posted July 30, 2009 7:11:57 AM
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cube map filtering ...
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hi :)
does anyone knows how to filter cube maps in directx 9?
I use them for point light shadow mapping but i cannot get the filtering to work. In the nvidia example (one of the only one that even do it) i found this
Example 12... |
Posted July 28, 2009 8:49:16 AM
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unreachable code??? BUT WHY?^^
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hi,
i have this piece of code.
bool CJobManager::IsNPCPerformingAJob(NPC* npc)
{
std::map<DWORD, std::vector<NPCJob*>>::iterator j = m_NPCJobs.begin();
//check all jobs
for(; j != m_NPCJobs.end(); j++)
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Posted July 25, 2009 7:05:34 AM
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binary search in shader
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nevermind found it out :)
[Edited by - of_ownage on July 22, 2009 12:48:27 PM] |
Posted July 22, 2009 11:21:52 AM
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LockRect on a texture
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hi guys,
i have a problem with manually writting to a texture.
I have this texture creation code.
g_Device->CreateTexture( 256, 1, 1, 0, D3DFMT_A16B16G16R16, D3DPOOL_MANAGED, m_ResponseTexture, NULL );
is D3DFMT_A16B16G1... |
Posted July 22, 2009 8:38:46 AM
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-1.#IND00 avoid
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hi :)
when i save a .x file i sometimes get float values that look like this:
template whatever
{
float x;
float y;
flaot z;
};
whatever test
{
10.0;
-1.#IND00;
10.0;
}
im not sure where they come from, but is th... |
Posted July 17, 2009 10:30:37 AM
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strange visual studio behavior
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hey :)
i got a problem i never had with vs 2005. I build my project as always and then i start it.
Ok everything fine. Now i exit the application and build again (Strg + F5). Now it starts to compile again some files. They are around 25 and i... |
Posted June 1, 2009 12:15:21 PM
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COM INTERFACES
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hi, i got some problems with this crap stuff^^
i got a ID3DXFONT* created with D3DXCreateFontIndirect();
so as far as i know this increments the reference count from my Device.
Now i got some memory leaks 0.62mb, and i wanted to clear th... |
Posted May 30, 2009 1:34:47 PM
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2 questions about DX
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hi:)
i got 2 questions about directx.
1) How can i detect if im in Scene, means if Device->BeginScene() was
called? if i do it twice i get a error (cannot go in scene, if already) but how do i detect it like:
if(InScene == false)... |
Posted May 29, 2009 3:14:01 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
Lorcraft
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manully :)
It uses fixed joints, because the other were bugged all the time. Sometimes
it looks really cool when ragdoll comes into action but sometimes char disapears
or simply fly away.
Building a mesh -> ragdoll auto generation tool... |
Posted February 21, 2010 2:50:42 PM
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Lorcraft
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sry for my late reply :)
so this is the Vertex and Pixel Shader:
No Shadow, no normal, up to 2 additional lights
///////////////////////////////////////////////////////////////////////////////
//
// no fog no normal mapping 2 lights
//... |
Posted February 18, 2010 4:31:43 AM
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Lorcraft
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thanks for the replies :)
ye i think lighting is the major problem in the game. I think some additions like
SSAO, Shadow Mapping from Sun and Parallax mapping would improve the scene a lot.
If i can this stuff to work in a single project, i... |
Posted February 14, 2010 1:25:04 PM
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Excercises in Optimization
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maybe you should teach your students to load variables like NumberOfTanks from a .txt or .ini file ... just a thought ^^ |
Posted October 6, 2009 4:12:21 AM
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CreateTexture fails silently
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you cannot fix it.
If it returns S_OK its valid.
Watching the variables of the class wont help you, these are not the correct values. If you want to get infos about the texture use:
HRESULT GetSurfaceLevel(
UINT Level,
IDirect3DSurf... |
Posted September 28, 2009 3:02:02 AM
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plane plane test
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ah so i just create a Bounding Box for one frustum, and then do a frustum/AABB Test?
So the only question is how to compute a AABB from a 6sided view frustum^^
Is this the correct way?
Compute Intersection between:
nearplane +... |
Posted July 30, 2009 7:54:30 AM
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Frank D. Luna's book
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DirectX 10 is Shader only they dont use the FFP anymore^^
This one definitly uses Shader. You found the right book :) |
Posted July 29, 2009 5:44:07 AM
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cube map filtering ...
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Ye thanks for that paper. I have read it already but i couldnt get something from it. It seems very complicated, this filtering style. but the nvidia sample works with just a offset vector!!!
If you compare their example it looks smoother wi... |
Posted July 28, 2009 2:25:05 PM
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LockRect on a texture
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i have this code now:
g_Device->CreateTexture( 1, 256, 1, 0,D3DFMT_A32B32G32R32F , D3DPOOL_MANAGED, &m_ResponseTexture, NULL );
//D3DFMT_A32B32G32R32F
// Now lock and fill the texture with the gradient
D3DLOCKED_RECT lr... |
Posted July 22, 2009 10:00:18 AM
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[PhysX] Loading models into bounding boxes
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so you simply want a bounding box for your mesh or what?^^
this is the way i would do it:
If your lucky and you use DirectX you can call D3DXComputeBoundingBox
If not, then get all your vertices and start comparing them:
float XMin = Ve... |
Posted July 20, 2009 6:11:41 AM
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