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israel

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Everything posted by israel

  1. I'm working with visual studio 2003 and I want to publish my web service to a remote server running windows 2003 server, does anyone know how to do that?
  2. Nevermind, I got it. Thanx everybody Thanks all for your help, I followed Phikwe's implementation (thanks alot man) to come up with a routine to find which triangle I hit with the mouse (I'm drawing primitives). In this function I'm testing for just one triangle that's why my vectors zero, one and two are hard-coded. I'm pasting my function here just in case anybody is interested: private bool intersectedTriangle() { Point pt = Cursor.Position; pt = this.PointToClient(pt); Viewport vp; Matrix world; Matrix proj; Matrix view; IntersectInformation closeHit Vector3 vIn, vNear, vFar, vDir; vp = device.Viewport; world = device.Transform.World; proj = device.Transform.Projection; view = device.Transform.View; vIn.X = pt.X; vIn.Y = pt.Y; // Compute point on near clip plane at cursor vIn.Z = 0; vNear = Vector3.Unproject(vIn, vp, proj, view, world); // Compute point on far clip plane at cursor vIn.Z = 1; vFar = Vector3.Unproject(vIn, vp, proj, view, world); // Compute direction vector vDir = Vector3.Subtract(vFar, vNear); Vector3 zero, one, two; // The vertexes of my triangle zero = new Vector3(0.0f, 1.0f, 1.0f); one = new Vector3(-1.0f, -1.0f, 1.0f); two = new Vector3(1.0f, -1.0f, 1.0f); if (Geometry.IntersectTri(zero, one, two, vNear, vDir, ref closeHit)) { return true; } return false; }
  3. Hey Phikwe, Good job man! I have a question for you. Are the (x,y) values you're passing to your function in pixels and starting from the top left corner of your screen? Thanks again
  4. Thanks all Thanks all for your help. I think I'm going to be trying what Phikwe found, but in C# (Phikwe, let me know if you made it work). And I'm also going to keep looking for more info.
  5. Does anybody know if there's a way of selecting a vertex of a 3D object using the mouse? For instance, I have a 3D view of a foot (I'm in the medical industry) and when the user drags the mouse over the shape I need to draw a point on top of the vertex where the mouse is pointing to, excluding the hidden vertexes. Does anybody know how to do that? Thanks,
  6. Hi all, I'm using the following function to create my device: public void initializeGraphics() { PresentParameters pres = new PresentParameters(); pres.Windowed = true; pres.SwapEffect = SwapEffect.Copy; pres.EnableAutoDepthStencil = true; pres.AutoDepthStencilFormat = DepthFormat.D24SingleS8; device = new Device(0, DeviceType.Reference, this.picDevice, CreateFlags.HardwareVertexProcessing | CreateFlags.MultiThreaded, pres); device.RenderState.CullMode = Cull.None; vertices = CreateVertexBuffer(device); } As you can see, I'm using DeviceType.Reference because my users have lousy video cards. The problem I have is that the models I'm trying to display are pretty large and my application runs incredibly slow (probably less than two frames per second). Does anybody know if there's a way of making my application faster without the help of Hardware? Do you think OpenGL would be faster than DirectX? (without using hardware of course) Thanks
  7. Thanks Thanx everybody, I just stopped overriding the OnPaint method and created a Render method and now everything works perfectly.
  8. I�m starting to learn Managed Direct X and I�m having a little problem. I�m using a pictureBox as the device and I have other components in my window as well. When I run my application none of the other components show up; instead, I have empty rectangles and I can see whatever is behind my form(i.e. the Visual Studio window) Does anybody know why this happen? I�m overriding the OnPaint method like this: protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target, System.Drawing.Color.CornflowerBlue, 1.0f, 0); SetupCamera(); // some code to draw something device.BeginScene(); device.VertexFormat = CustomVertex.PositionColored.Format; device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, verts); device.EndScene(); device.Present(); this.Invalidate(); }
  9. Thx Thanks man, I�m writing some examples in C# now but before I work on the definitive application I�m giving one more try to MC++ Thanks
  10. Thanks again I know you didn�t suggest me to move to C# but I had been trying to follow examples written in MFC or C# and it was not working. I spent one complete day struggling with one line of code, I searched for books, tutorials, in the msdn, posted questions in discussion groups and after that I have nothing. It�s possible that I could get stuck for days in one thing. And moving to C# it�s not the end of the world, I can make a .dll from the code I already have (I�m writing a medium size application) and create the gui (with the directX part) in C#. Thanks for all your help
  11. Thanks for the advice Thanx, I think so too. I'm going to try CSharp now, I cannot spend one complete day struggling with one line of code.
  12. Here are some of my errors I'm getting Yes, as far as I know in MC++ the PresentParameters is an array. There's a few differences from VB and CSharp. error C3635: 'Microsoft.DirectX.PrivateImplementationDetails.IDirect3DDevice9': undefined native type used in 'Microsoft.DirectX.Direct3D.Device'; imported native types must be defined in the importing source code error C3377: 'Microsoft.DirectX.Direct3D:Device..ctor' : cannot import method - a parameter type or the return type is inaccessible Note: I changed the :: for . because it was not letting me post the reply
  13. Thank you Thanks a lot, but my problem is that it seems like the syntax for MC++ is slightly different from the syntax in VB or C#; and I�ve found almost nothing about MC++ and Managed DirectX, not even in the msdn I found a snippet of code but it doesn�t compile either. Here�s what I found: public: bool InitializeGraphics(void) { try { // Now let's setup our D3D stuff PresentParameters *presentParams[] = new PresentParameters *[1]; presentParams[0] = new PresentParameters; presentParams[0]->Windowed = true; presentParams[0]->SwapEffect = SwapEffect::Discard; device = new Device(0, DeviceType::Hardware, this->get_Handle(), CreateFlags::SoftwareVertexProcessing, presentParams ); return true; }
  14. Thanx I appreciate your help, but all the sources you sent me are for C# and I'm looking for MC++. I already spent a couple of hours at amazon and chapters but I found nothing about Managed DirectX and MC++. Does anybody know where to download the teapot sample in Managed DirectX and MC++ just to get me started?
  15. Does anybody know a book or tutorial about Managed DirectX with MC++?
  16. Thanx for the support This is what I have. private: Device* device; public: bool InitializeGraphics() { PresentParameters* pres = new PresentParameters(); pres->Windowed = true; pres->SwapEffect = SwapEffect::Discard; device = new Device(0, DeviceType::Hardware, this, CreateFlags::SoftwareVertexProcessing, pres); return true; } I get an error when creating the device. I have references to Microsoft.DirectX.Direct3D Microsoft.DirectX Micosoft.DirectX.Direct3DX. And I also included the namesaces using namespace Microsoft::DirectX; using namespace Microsoft::DirectX::Direct3D;
  17. I just downloaded managed directX and I�m trying to run my first application but I cannot even create the device. I always get this error (with another six that I think are related) error C3635: 'Microsoft.DirectX.PrivateImplementationDetails::IDirect3DDevice9': undefined native type used in 'Microsoft::DirectX::Direct3D::Device'; imported native types must be defined in the importing source code Does anybody know what I�m doing wrong? My code is in the txt file attached Thanx
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