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Vodzurk

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  1. I'll try and knock some basic code together this weekend (bit busy at moment, and quite a busy weekend coming up) to initialise Direct3D and start the render loop. It would be in C++.net with managed DirectX though, will you be able to compile/use that? Also, have you gone through the examples in the DirectX SDK? They're quite good with basics such as starting up DirectX and setting a render loop going.
  2. I'm betting that the Casino game renders one frame, then goes into a waiting state which is as long as required for that system to keep the game running at a steady rate (and stops eating the cpu). When I do my Direct3D stuff, i just enter into a continuous loop of screen/state updating. Any game animations then occur relative to the timespan between renders. It just seems the easiest and most problem free way. Plus, I like to keep my framerate up as high as possible, meaning animations are also as smooth as possible. I suppose you could do it on by the waiting-state, especially if the specifications require it. I just prefer nice high framerates.
  3. Hi Guys, I'm quite screwed (bye bye job) if I can't get this to work... What I'm trying to do... render a video into a Direct3D fullscreen window via a texture. The approach I have taken is to use AudioVideoPlayback. For reasons unknown, all my attempts crash after 5-500secs. There is also a symptom of the dx window occasionaly flickering. I've attached the full visual studio project for the skeleton attempt. The Error message reads:- An unhandled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you click Quit, the application will be shut down immediately. Error in the application. And in the error message dropdown bit (typed, since its on another machine and i can't be bothered transfering):- *********** Exception Text ************* Error in the application -2146232832 (Unknown) at Microsoft.DirectX.Direct3D.Device.PresentInternal(tagRECT* sourceRectangle, tagRECT* destRectangle, IntPtr overrideWindow) at Microsoft.DirectX.Direct3D.Device.PresentInternal(tagRECT * sourceRectangle, tagRECT * destRectangle, Control overrideWindow) at Microsoft.DirectX.Direct3D.Device.Present() at dx02.Form.do_Render() in c:\... *snip* at dx02.Form.Form1.Form1_Paint( Object sender, PaintEventArgs e) in c:\... *snip* Please don't just reply with "Use Windows Media Player Control", I quite simply don't understand the integration of managed directx9 and wmp, plus, this seems a fraction away from actually working... grrrr. Help!!!! Please!!! *tempted to throw bribery in* (So who wants some beer posting?!)
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