Forum: Game Development Jul 5th, 2009 |
| Replies: 9 Views: 603 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 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 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 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 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 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 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 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 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 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 Views: 560 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 Views: 701 looks like you have not called glEnable ( GL_DEPTH_TEST );
otherwise, post code |
Forum: Game Development Jan 21st, 2009 |
| Replies: 3 Views: 862 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 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 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 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 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 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 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 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 >_< oops, sorry;
$ gdb ./hex3
(gdb) run
..wait for error..
(gdb) backtrace |
Forum: Game Development Mar 13th, 2008 |
| Replies: 9 Views: 2,401 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 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 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 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 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 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 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... |