Search Results

Showing results 1 to 28 of 28
Search took 0.01 seconds.
Search: Posts Made By: MattEvans ; Forum: Game Development and child forums
Forum: Game Development Jul 5th, 2009
Replies: 9
Views: 603
Posted By MattEvans
Just FYI, the __vfptr = CXX0030 thing is because the debugger thinks that d3ddev is pointing to an actual instance of a D3D device, if there's some error in the call to CreateDevice, and for whatever...
Forum: Game Development Jul 5th, 2009
Replies: 9
Views: 603
Posted By MattEvans
The function call CreateDevice returns a HRESULT (error code), so do:

HRESULT result = CreateDevice (...);

the possible values are defined as D3D_OK, D3DERR_DEVICELOST, D3DERR_INVALIDCALL,...
Forum: Game Development Jul 5th, 2009
Replies: 9
Views: 603
Posted By MattEvans
Ah ok. There shouldn't be any problem with doing what you're doing from a DLL. I have only ever written DX applications that are staticly linked and DLLs that don't do anything DX, so I don't know...
Forum: Game Development Jul 4th, 2009
Replies: 9
Views: 603
Posted By MattEvans
Oh, and the reason that a D3DPRESENT_PARAMETERS object 'just works' is that the D3DPRESENT_PARAMETERS is a value (structure) type not a pointer type.

Learn this distinction ASAP.
Forum: Game Development Jul 4th, 2009
Replies: 9
Views: 603
Posted By MattEvans
You're just creating a pointer variable without actually setting it to anything, so what you're getting is 'worse' than a null pointer, it's a pointer to some random location. The message in the...
Forum: Game Development May 18th, 2009
Replies: 1
Views: 941
Posted By MattEvans
It's because you are using an orthographic projection, in an orthographic projection, a higher depth doesn't make objects appear smaller.

See : http://www.songho.ca/opengl/gl_projectionmatrix.html...
Forum: Game Development May 12th, 2009
Replies: 10
Views: 1,598
Posted By MattEvans
Matrix transforms are perhaps harder to initially understand than applying offsets and rotations directly to points, but it's IMO the 'right choice' to use matrices, because it makes everything in...
Forum: Game Development May 12th, 2009
Replies: 10
Views: 1,598
Posted By MattEvans
What kind of 2D library? Graphics, or physics? or something else?

I like this book alot, it says collision detection, but it also has a lengthly intro to many of the concepts of simulated 'space...
Forum: Game Development May 10th, 2009
Replies: 4
Views: 1,944
Posted By MattEvans
It's easy enough to arbitrarily set the rotation point, e.g. this will work:


case 'E':
case 'e':
{
//Rotation of the red square.
glMatrixMode(GL_MODELVIEW_MATRIX);...
Forum: Game Development May 8th, 2009
Replies: 4
Views: 1,944
Posted By MattEvans
You setup an orthographic projection matrix, and then in the pushmatrix/popmatrix block, you load a matrix in model space, this 'undoes' your projection until the matrix is popped...

You could...
Forum: Game Development Apr 8th, 2009
Replies: 2
Solved: alleg.a library
Views: 560
Posted By MattEvans
You can't really modify the .a file, it contains already compiled code and symbols. You can however modify the source code and rebuild the library with whatever changes you need. Exactly how to do...
Forum: Game Development Feb 24th, 2009
Replies: 3
Solved: OpenGL problem
Views: 701
Posted By MattEvans
looks like you have not called glEnable ( GL_DEPTH_TEST );

otherwise, post code
Forum: Game Development Jan 21st, 2009
Replies: 3
Views: 862
Posted By MattEvans
It seems that GLFW doesn't properly initialize the opengl state machine until you call glfwOpenWindow.

Move the call to glEnable ( GL_DEPTH_TEST ); to somewhere after the call to glfwOpenWindow....
Forum: Game Development Jan 17th, 2009
Replies: 4
Views: 1,399
Posted By MattEvans
Some things:

- Check the return value of LoadBitmap ( i.e. does the bitmap load atall? ).

- You are loading the file "art" ( without a file extension ). If you want to fopen "art.bmp" file,...
Forum: Game Development Jan 14th, 2009
Replies: 4
Views: 1,399
Posted By MattEvans
From main, (after calling glutInit and before calling glutMainLoop), call your bitmap load function, put the return value into a global int variable ( e.g. texture1 ), repeat for however many...
Forum: Game Development Nov 26th, 2008
Replies: 4
Views: 739
Posted By MattEvans
The nicest solution (in terms of future flexibility), is to encode your data in either a bitmap image or a text file.

Alternatively, if you just want to initialize an array of arrays:

// made...
Forum: Game Development Jun 24th, 2008
Replies: 3
Views: 1,622
Posted By MattEvans
Did you try using a full path to specify the file? i.e:
house->LoadFromX("C:\\Documents and Settings\\<user>\\Desktop\\Projects\\3DGameFramework\\3DGameFramework\\fachwerk33T.x");
Try this...
Forum: Game Development Apr 24th, 2008
Replies: 13
Views: 3,875
Posted By MattEvans
I'm not suprised that you're finding it hard to get hold of Maya 4.0, it's pretty ancient. What kind of plugin is the one you need? Is it one of those Maya pseudo-dlls or a MEL script? If it's a MEL...
Forum: Game Development Mar 13th, 2008
Replies: 9
Views: 2,401
Posted By MattEvans
Cool; good to know it's working :)

Disregard my last post; although, the -g3 flag is quite useful to remember ( with full debug info you can see all the values passed into methods aswell as the...
Forum: Game Development Mar 13th, 2008
Replies: 9
Views: 2,401
Posted By MattEvans
Ok, the method NodeGL:plot is very small, the only thing that could be wrong in that method itself is the array not being instantiated ( or being too short ), however, there could be something wrong...
Forum: Game Development Mar 13th, 2008
Replies: 9
Views: 2,401
Posted By MattEvans
>_< oops, sorry;


$ gdb ./hex3
(gdb) run
..wait for error..
(gdb) backtrace
Forum: Game Development Mar 13th, 2008
Replies: 9
Views: 2,401
Posted By MattEvans
There is probably something wrong in your not-shown classes ColorGL &| BezierGL, since the code runs fine with all reference to those classes commented.

Have you got a debugger? I'm guessing if...
Forum: Game Development Jan 27th, 2008
Replies: 5
Views: 1,491
Posted By MattEvans
As long as its always the negative of what it should be; you're ok to put in a * -1, you could also try swapping the cos and sin exprs around, so that movex is the sin, and movey is the cos. I...
Forum: Game Development Nov 21st, 2007
Replies: 3
Views: 4,536
Posted By MattEvans
Er.. this was a hot-ish topic last week: http://www.daniweb.com/forums/thread88858.html

C# is a Microsoft lock-in, Java doesn't work (yet) on any major consoles. I would say, neither of these...
Forum: Game Development Jul 24th, 2006
Replies: 16
Views: 7,680
Posted By MattEvans
there's at least one mistake in the diagram; the line labeled "rho" is actually not rho; you need to calculate the length of that line to work out phi, so rename the line rho on the diagram to the...
Forum: Game Development Jul 24th, 2006
Replies: 16
Views: 7,680
Posted By MattEvans
I've attached a new image showing how to get rho,phi and theta values on a sphere; bear in mind these equations have only been tested mentally, so look carefully at the proofings. You may find that...
Forum: Game Development Jul 23rd, 2006
Replies: 16
Views: 7,680
Posted By MattEvans
it actually only converts a Y to a Z (2D), the value of Z also has to be in terms of the X to be a sphere; to convert them to a spherical system, rho will equal Z, phi will equal Y, and theta will be...
Forum: Game Development Jul 22nd, 2006
Replies: 16
Views: 7,680
Posted By MattEvans
If you were only using a circle, not a sphere, it's simple trigonometry; sphere is abit more difficult though, do you have to take rotation (of the sphere) into account?

For a circle though; see...
Showing results 1 to 28 of 28

 


About Us | Contact Us | Advertise | DaniWeb | Acceptable Use Policy | RSS Feed

©2003 - 2009 DaniWeb® LLC