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| Some recent topics started on our forums | |
| Curver | Hi. These are a couple of screenshots from Curver, a small application I'm currently making for creating curves for clean line art quickly and intuitively. Basically instead of working with control points and tangents, the user draws curves and then... |
| Posted March 15, 2010 3:17:58 PM | |
| Many template function arguments | Hello everyone. I have a rather simple problem and I thought maybe there is something I'm missing that would help me with it. I have a function that loops over a number of objects and doe some calculations and modifies them, and I'd like to keep that... |
| Posted March 1, 2010 3:38:15 PM | |
| DX9: [D3DXEFFECT] Global bools in conditionals | Hello, how are you doing? If I do something like this in an effect file: bool g_bBlackness; // ..... stuffs.... float4 AwesomenessPixelShader() { if( g_bBlackness ) return float4( 0, 0, 0, 1 ); // ... do potentially c... |
| Posted January 4, 2010 6:18:42 PM | |
| VC++ 2008 EE. Where are the CRT docs? | I've recently upgraded from VC++ 2005 Express Edition to the 2008 version, and I can't find the documentation for the C runtime. My development machine doesn't always have internet connection so I can't rely on the online docs. Is there a w... |
| Posted April 22, 2009 7:19:23 PM | |
| Normal from Depth | Hi. I render my scene and store only the screen-space depth into a 32-bit floating point buffer. How can I later use the depth at each pixel (and neighboring pixels) to construct a screen-space normal vector? For now, I have this in the final HL... |
| Posted October 27, 2008 3:17:19 PM | |
| [DX9] Render targets, off-screen rendering, & rendering to textures | Hi. In the documentation for the ID3DXRenderToSurface interface which "is used to generalize the process of rendering to surfaces", it says: "Surfaces can be used in a variety of ways including render targets, off-screen rendering, or rendering to te... |
| Posted October 28, 2008 9:20:18 PM | |
| Modern engine design | Hello. There are a lot of resources that one could look at for help on implementing a particular effect or technique, but resources on how to design a powerful and flexible modern rendering engine are scarse, I think. All the resources... |
| Posted August 29, 2008 8:26:09 AM | |
| Uniform booleans in effects | Hi. In an effect, I have a global boolean variable whose value is set by the app on a per-object basis, and in the pixel shader function I test if that boolean is set or not, and if it's set the pixel shader does lots of computations. Now, assum... |
| Posted February 22, 2008 7:50:29 PM | |
| Optimizing C++ with code generators | Hi. I'm writing a software renderer in C++ (for evil reasons, don't ask), and I have come to believe that I could use dynamic code generation to optimize some critical parts. For example, I suppose it can be used to avoid the need to check per pixel... |
| Posted February 7, 2008 7:33:59 PM | |
| Know a free fluid simulation library? | Hi. Does anyone know of a simple, good, free, and realtime-oriented C++ library for fluid simulation? I'm only looking for 2D functionality, so it doesn't have to support 3D simulation. Thanks in advance. |
| Posted January 26, 2008 1:34:12 PM | |
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| Some recent replies made on our forums | |
| [win32] window procedure: 1 for all window or 1 per window ? | You can't (directly) have a window procedure per window. The window procedure is a property of the window class, and all windows that share the same window class will have the same window procedure. However, there are ways to couple some Window objec... |
| Posted November 28, 2010 5:35:34 AM | |
| Sun rays in Proun | Quote:Original post by BattleMetalChris Those are still images so I'm guessing here, but given that it's a very fast game and the cable is very close to the camera as it passes, would it benefit from blurring the texture on the cable in on... |
| Posted November 20, 2010 6:04:07 AM | |
| [DirectX] DrawText() with DT_CALCRECT problem.. | Try this: RECT r = {0, 0, 0, 0}; int len = strlen( pText ); if( len == 0 ) return 0; char lastChar = pText[ len-1 ]; if( lastChar == ' ' ) pText[ len-1 ] = '_'; pFont->DrawText( NULL, pText, -1, &r, DT_CACLRECT, 0xffffffff ); pTe... |
| Posted April 19, 2010 4:48:29 AM | |
| [DirectX] DrawText() with DT_CALCRECT problem.. | Quote:in addition, i'm writing the Edit control, i'd like make the cursor follow the strings, Good luck with that! I don't want to put you down, but look at the code for the edit control in DXUT... it's not trivial to say the least. Now that I m... |
| Posted April 18, 2010 8:10:50 AM | |
| [DirectX] DrawText() with DT_CALCRECT problem.. | Try DT_CALCRECT | DT_SINGLELINE. Also experiment with DT_EXTERNALLEADING. Also, it seems what you're trying to do is draw separate strings next to each other. Tinkering with text placement too much is rarely a good idea. Instead, I suggest you just... |
| Posted April 18, 2010 4:55:09 AM | |
| Game Programmer Wanted | Quickly, before anybody sees this. |
| Posted April 16, 2010 7:51:26 AM | |
| The Daily GameDev.net | Quote:Day 1 Studios, the developer of Fracture, is handling the development for the next game in Warner Bros.' FEAR series: F3AR. Yes. F3AR. This is the name of the game. F3AR. -_-' Reminds me of the trauma of Thiaf from which I'm still trying... |
| Posted April 9, 2010 3:35:07 AM | |
| BMP write problem | A while ago I wrote a little class for working with GDI bitmaps, and there is a method to save to a bmp file. Get the source code here. Here is the save method: ///////////////////////////////////////////////////////////////// // Desc: Save bit... |
| Posted April 4, 2010 12:17:13 PM | |
| Custom Control: Infinite Draw Loop | * In the WM_KEYDOWN switch case, you should call UpdateWindow() right after you call InvalidateRect(). Without this call pressing space will not cause the control to be updated (it won't receive a WM_PAINT message). * In updateBox::drawControl(),... |
| Posted April 2, 2010 12:50:27 PM | |
| Typical design for DirectX9's Device Lost handling | Quote:Original post by Evil Steve Internally, when you create a resource in the managed pool, D3D creates a default pool and system memory pool copy of the texture; Here is my understanding of default vs. managed pools. Please correct me if I'm w... |
| Posted March 20, 2010 8:19:11 AM | |
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