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  • Re: D3D10_SUBRESOURCE_DATA, initialize from std::vector

    To get access to the internal array in a std::vector, you can just do this: std::vector<D3DXVECTOR3> vVertices; D3DXVECTOR3* pArray = &(vVertices[0]); So long as you don't do anything that would cause the array to resize, that pointer will remain valid.  A good way to ensure this would be to access the vector through a ...
    Posted to Direct3D 10 (Forum) by BMKane on 7/1/2008
  • Re: DirectX 10 2D text issue

    Hello! I'm not sure if anyone's still watching this post, but I'm having this problem when I'm just drawing sprites.  If I try to draw text and sprites at the same time, only the text appears--even if I use completely different ID3DX10Sprite objects for them.  So, I don't have vertex buffers or index buffers to reset ...
    Posted to Direct3D 10 (Forum) by BMKane on 6/22/2008
  • Re: Xact Custom Streaming?

    This is interesting.  I'm basically in the same boat as John: I open my (non-PCM) audio file within my own code, pass part of it through a decoder to get raw WAV data, and buffer some number of bytes.  But these File IO callbacks seem to assume that XACT loads the file itself and then calls the callback with the handle it ...
    Posted to Audio/XACT (Forum) by BMKane on 6/6/2008
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