I have a mesh file that contains the skinned mesh that I want, and then a bunch of separate animation files that contain various AnimationSets. I'd like to have my program dynamically build the list of AnimationSets available to a mesh at run-time. I know I can combine these into one mesh file using MView, but that isn't practical for wh...
If I have a texture file how would I be able to load up only a part of it using a defined rect (top, left, bottom, right)?
Is it technically possibly to only read in the parts I want to load while leaving the rest of the texture untouched?
...
I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene :
To enable maximal parallelism between
the CPU and the graphics accelerator,
it is advantageous to call
IDirect3DDevice9::EndScene as far
ahead of calling present as possible.
I've been ac...
I'm trying to draw a line with the DrawPrimitive function in Direct3D.
Can I draw tranparent line with the function?
If I can, how to design it?
...
Hi,
at the moment im trying to figure out how i can manage to play a wave file in C# by filling up the secondary buffer with data from the wave file through threading and then play the wave file.
Any help or sample coding i can use?
thanks
sample code being used:
public delegate void PullAudio(short[] buffer, int length);
public ...
Hi,
I want to develope a graphicintensive application. It should be hardwareaccelerated with DirectX. Also it must looking good, so I use a LayeredWindow for nice shadoweffects.
But now I have a big problem, because I cannot draw with DX on a LayeredWindow. So I search for a possibility to render with DX into a bitmap, so I can use it ...
In error reports from some I have quite often seen following behaviour: IDirect3DVertexBuffer9::Lock fails, returned error code is D3DERR_NOTAVAILABLE.
Once this happens, quite frequently (but not always) it is followed by CreateTexture or CreateVertexBuffer failing with error D3DERR_OUTOFVIDEOMEMORY.
What are possible reasons for vert...
I currently have an activex control that initiates a media (video/audio) framework another development group in my company developed and I am providing a window handle to that code. That handle is being used by their rendering plugin in the pipeline that uses Direct3d for rendering the video using that handle.
I have seperate LPDIRECT3D...
In OpenGL, you can actually draw text with an XYZ position, and it will appear at that location, but in a fixed size.
If anyone's played MechWarrior 2, they used it there for nav points. The text had a 3d position, but it always appeared a fixed size. The nav point was actually a bit of text at that exact point in space.
Other than t...
I am working with directx. I am displaying two objects on my window. They are intersecting each other. I find the intersecting object.
My problem is-
I want two original objects to be transparent and the resulting intersected part to be opaque, so that the intersected part can be seen clearly.
I found some question related to tra...
The Samsung Q1 Ultra, is the perfect device for my software except that the built in camera seems to be incompatible with standard DirectX drivers, so my .Net camera implementation can't use the device. I have limited experience in this area..
Even Skype can't access this camera, but a little program from Samsung can.. I've looked at t...
I am looking for a tutorial or documentation on how to overlay direct3d on top of a video (webcam) feed in directshow.
I want to provide a virtual web cam (a virtual device that looks like a web cam to the system (ie. so that it be used where ever a normal webcam could be used like IM video chats)
I want to capture a video feed from ...
I'm writing a Direct3D application, using DirectX 9. Although it works on my PC, I need to make it work on a wide range of systems. I need to know what capabilities I can expect to see on other systems. Is there a list of the DirectX capabilities that graphics cards support?
I've found one site, which I'll post as an answer, but it's...
Hi,
I'm having some troubles finding out how i can render an offscreen texture to the
screen.
Can anyone help me with pointing me in the right direction?
Thx
...
Following the advice of this page, I'm trying to get shared_ptr to call IUnknown::Release() instead of delete:
IDirectDrawSurface* dds;
... //Allocate dds
return shared_ptr<IDirectDrawSurface>(dds, mem_fun_ref(&IUnknown::Release));
error C2784: 'std::const_mem_fun1_ref_t<_Result,_Ty,_Arg> std::mem_fun_ref(Result (_thiscall _Ty::* )...
I've been working for the past four days on inverse kinematics for my game engine. I'm working on a game with a shoestring budget so when the idea of inverse kinematics came up I knew I had to make it such that the 3D models bones would be mathematically changed to appear to be stepping on objects.
This is causing some serious problems ...
Hey Guys,
So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use.
I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, bu...
I have the following vertex declration:
struct MESHVERTInstanced
{
float x, y, z; // Position
float nx, ny, nz; // Normal
float tu, tv; // Texcoord
float idx; // index of the vertex!
float tanx, tany, tanz; // The tangent
const static D3DVERTEXELEMENT9 Decl[6];
static IDirect3DVertexD...
I'm trying to find out what a binormal is in the context of graphics programming but coming up short, I saw on a site that the binormal was being calculated as the corss between the normal and tangent (i.e. cross(normal, tangent)), is this the correct way to calculate a binormal?
...
For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card.
One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX ...