Could be a texture format incompatability?
Switch to the debug runtime, and watch the debug output.
Type: Posts; User: Coder
Could be a texture format incompatability?
Switch to the debug runtime, and watch the debug output.
For a start, you can copy all the code of a GL tutorial, and use DrawPrimitiveUP for rendering.
It's easy to do that.
If you still can't do it, I can send you my old md2 loading and rendering code
Is that a sky texture or what?
Anyway, you're generating the texture. So, a good way to know whether the problem's in generating the texture or applying/rendering_stuff_with_it_on_top is to dump...
It depends.
Generally, surfaces aren't strictly stored with the given width and height. Often, the dimensions are "pitch" and height. Pitch is often greater than width.
That is, the video card...
1. Enable alpha testing
2. Run your sample/app using the REFerence rasterizer (D3DDEVTYPE_REF). If the problem persists, then you're definitely doing something wrong.
If it doesn't, then either...
If the color you want to be transparent is black, make sure you supply 0xff000000 as the color key, not 0x00000000.
The latter disables color-keying.
Generally, color key should be 0xffrrggbb
Yes. Actually, newton's law states that the force is equal to the rate of change of the momentum ( mass * velocity ).
For macro-particles, the mass is considered a constant and thus the force...
If the function succeeds, the return value specifies the status of the given virtual key. If the high-order bit is 1, the key is down; otherwise, it is up. If the low-order bit is 1, the key is...
Check this http://www.xmission.com/~legalize/d3d-vs-opengl.html for a straightforward comparison between the features provided by the OpenGL 1.2 core ( no extensions ) and Direct3D7/8. It's a text...
If you decide to choose between DirectX Graphics and OpenGL, make sure you read this document here : http://www.xmission.com/~legalize/d3d-vs-opengl.html which is a straightforward comparison between...
You don't need to read/get/download something specifically written for DirectX. BSP is a general algorithm for organizing your geometry. It provides you with an efficient method for culling...
I'd just like to add that the following games are made in C++ :
Battlezone, Unreal, DNF ( based on Unreal engine, as far as I recall ), Soldier of fortune ( they converted the Quake2 C source to C++...
Chaser, I've noticed that you're posting about non game-related issues lately. These posts should go to the C/C++ board.
Thanks
Assuming you're using something like ID3DXSprite, this is what happens : You define a primitive ( a rectangle, consisting of 2 triangles ) and then texture your bitmap on it.
To draw a circle, you...
Well, this is more of a C++ problem, not a game programming problem. Anyway :
I can think of a couple of ways to do this ( I have no idea if they'll work! ):
The 1st method
When defining the...
Once you load your model, its vertices sit happily in your RAM, and I believe there'd be no difference.
The speed loss would be caused by loading your vertices, but I doubt it'd be noticable with...
Don't forget to set the texture stage states. Assuming you're using one texture at the stage 0 :
SetTextuerStageState( 0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1 )
SetTextureStageState(...
That's possibly happenning because D3DX's texture loading function goes through your texture replacing your colorkey with transparent black == 0x00000000
When you're rendering the texture without...
IMO, GL isn't easier than D3D. The API itself is easy in both cases, what makes things difficult is the 3D game programming ( making 3D stuff with the API, cause this involves 3D game/graphics...
Try the retail version. Maybe the debug version of DX8.1 does more debugging work than 8.
Generally, when you have a problem with NeHe's code, you'd better post at NeHe's forum at www.gamedev.net
It's more likely that you'll receive a response there.
I wasn't talking about bugs in your code. It's just that when you allocate a pool of memory ( like your 4MB ) you'll be reserving this memory and preventing windows from giving it to other process....
www.gametutorials.com have a tutorial on loading 3DS files, and they use OGL
This will never work. Windows is a multi-tasking operating system, both through the use of multi-threading & multi-processing. Taking a large portion of the memory as a single buffer by your program,...
No one can change the standard memory manager of the operating system. The OS mem manager works completely invisible to you.
All you can change is the C Run-Time memory manager, which is very...