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  • Re: full screen issues

    Hey! i hade the same issue! and i dont know what causing it or why it occurs! but what solved my problem was not to do a release of the Viewport! this might sound wierd! but i actualy helpt me!
    Posted to Direct3D 10 (Forum) by TordinBjorn on 10/23/2009
  • Re: Very advanced, screenshot at startup, DX10

    in my belifes.. you should start every thing up as usural, the only thing you do not do is the winapi command "ShowWindow" or what its called.. well you do it after you have take the screen shot! becus the device can be there with out the "flinkering" since it´s the window wich makes the flinkering! if you understand my ...
    Posted to Direct3D 10 (Forum) by TordinBjorn on 10/12/2009
  • Re: First Person camera

    Every model have it´s own world matrix it is defined by folowing ekvation. The sum is the world matrix for the model. World = ScaleVector3 * RotationVector3 * PositionVector3; This just tells where the model is and how large and how rotated it should be! But when you wish to see it on the screen acording to it´s possition you have to ...
    Posted to Direct3D 10 (Forum) by TordinBjorn on 10/11/2009
  • Re: First Person camera

    That function was a part of the Dx9 ffp which was removed now in dx10! so what you have to do is to save the View and Projection matrixes and when ever you are going to draw a mesh or anything 3dis you have to do the folowing calc WorldMatrix = Scale*rot*pos; When passing the WorldViewProjection to the hlsl file you have to calcuelate ...
    Posted to Direct3D 10 (Forum) by TordinBjorn on 10/9/2009
  • Re: vertex problem

    post your rendering code + the HLSL code pliz :) that helps alot ;)
    Posted to Direct3D 10 (Forum) by TordinBjorn on 8/20/2009
  • Re: pMesh->SetVertexData and Memory Managment Question

    No it is not removed from your stack, it is getting locked and i belive it is take care of by the dx when it is killed. becus if you wish to make a terrain and perform a hill or a trench, you just mod the data and then reset the vertex data and commit it to the device. if you wish to make a collision test you should use the Intersect ...
    Posted to Direct3D 10 (Forum) by TordinBjorn on 8/20/2009
  • Re: Move 3D objects using mouse cursor

    Relative or From your cameras view? the Relative is easy, its just to add up the Mousestate.lX on the objects XYZ and it will work fine. And if it is from your cameras view, i havent got my head around to start thinking on it yea ( im tierd atm ), but you probebly would normalize the view vector, multiply it by the move or somthing!
    Posted to Direct3D (Forum) by TordinBjorn on 8/9/2009
  • Re: Need Help with camera position

    of curse it dose, becus you are probebly looking 5+z or 5-z or what ever, the thing is that you must move the Z axis to so that when you wich to look straight up you should have the values like this  Lookat(whatever,+-10,pos.z) draw a ring with a cross inside it on a paper and it might be clear what you are doing wrong.
    Posted to Direct3D (Forum) by TordinBjorn on 8/9/2009
  • DirectX 10 - Showoff - My current engine work so far.

    o7  Hello & Hi! as you might have known i have been workin on my Dx10 Engine for a while and have wanting to just show it public, so thats what i am going to do now. I am going to post some Pics and some Info about what i can do with the engine and what are on the DO list. First of all! Images first! (its the look that makes you ...
    Posted to Direct3D (Forum) by TordinBjorn on 8/9/2009
  • Re: How to alpha blend sprites?

    it dosent know how to render the alpha pixel, wich means, render it black or render it with the thing it is overlapping.
    Posted to Direct3D 10 (Forum) by TordinBjorn on 7/11/2009
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