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jjerry

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Everything posted by jjerry

  1. Hi, I'm trying to make a TreeView inherited control that just displays an image in the background of the nodes. I tried overriding OnPaint/OnPaintBackground methods, BackgroundImage property, even making a parent picturebox underneath the control and setting SupportsTransparentBackColor style bit, but it seems that the TreeView control doesn't actually support that :) Opaque style also doesn't work. Did anyone come across such a thing? It could make the treeview look a lot cooler, combined with some nice node icons. Thanks, Janko Jerinic
  2. 100% best tutorial collection I found a bunch of absolutely fantastic tutorials and felt obligated to pass the information on. The code isn't too commented so you should have some knowledge about Direct3D , but for those who aren't quite begginners and yet not too advanced, these are a real treasure. Unfortunately for some, not all of it is written is managed code, most of the tutorials are written in C++, but if you've ever met C++ you'll have no trouble understanding the code. http://www.codesampler.com/dx9src.htm
  3. Thanks to the information I collected on the forum, I've made a sample application to test different features of the DirectX and I figured that maybe some people who are even bigger newbies to DX than myself might have use for it and overcome some initial trivial problems, so feel free to download it, compile it, tell me if something went wrong so maybe we could learn together. It's sort of a 3DS viewport look-alike application that uses old 3DS4 ASCII files :D and DX-generic meshes, so play with it and reply, if you wish, here or to janko.jerinic@gmail.com Btw. could someone resolve this: in my application, when you check the "Draw Generic Mesh" checkbox, you enable two of 'em up-down boxes where you choose among mesh types and a scaling factors. Now why does the mesh start to darken when you scale it?? Look at the code, it's just one more matrix beeing applied to the world transform. Uniform scale shouldn't affect the geometry in a way that vertex normals would be changed, so why the sudden change in light intensity??? :confused: Please help :) Janko Jerinic Camera Orbing.zip
  4. Right, but let's say you want a simple scene consisting only of generic meshes like Mesh.Box/Sphere/Torus etc. which are all centered at world origin and you want to scatter 'em about, then you'll have to deffine a world matrix for each of them that will translate/rotate/scale them to where you want 'em to be and these matrices will always be applied at render time. Wouldn't it be cheaper to transform the vertices initially, before render time? (like, my box is created around world origin and I want it to be at (3, 4, 5) and 45 degrees rotated around X-axis..) I figured that you might save some time then and apply just view/projection matrices to already positioned objects. Of course, if there's no way to disable the world matrix transformation then it doesn't matter if it's done by an identity or some other matrix.. 10x guys..
  5. Is there a way to apply an affine transformation to an entire mesh, I looked but couldn't find any methods that seemed to do the job. What I mean is - I don't want to use Device.Transform.World matrix anymore to transform the mesh at render time, I'd rather transform the mesh in place and change the actual positions of the vertices (like, translate Mesh.Sphere out of (0,0,0)). I'd also like to avoid opening the vertex buffer and manually aplying transformations to vertices and recalculating face/vertex normals, if possible :D Is there a way to do it? 10X, Janko Jerinic
  6. That won't be necessary :) at least about the clipping planes issue, but thanks for wanting to help. About the fullscreen problem, I'll get to that and post the faulty piece of code.
  7. Hi good people :) First of all, how do you make your application run in fullscreen mode? I set the PresentParameters object, I check with the Manager object to make a BackBuffer with the correct width, height and format, I create the device and try clearing it and the application crashesh. Does anyone have (undoubtedly, but is also willing to post) a working piece of code? :D 2nd question: What is the true nature of the znearPlane and zfarPlane parameters in Matrix.PerspectiveFovLH(..)? Ok, they are clipping planes, but do they apply in camera (view) space? I suppose so, but application behavior suggests otherwise. For example, my camera is at (0, 0, -1000), looking at (0,0,0). I'm drawing only 3 axes, so there isn't a single point with Z < 0. However, for some reason it works with (znear, zfar) = (0, 100) and for some reason doesn't if I put znear > 0 :confused: :confused: Please help, experienced ones :rolleyes:
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