
AndreRyan
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You're not permitted to write to HKEY_LOCAL_MACHINE or HKEY_CLASSES_ROOT in a limited user account, that appears to be an error in the dll, is there anyway to stop the registry access?
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Note that I said "Intermediate to Advanced", if you'd just bought VB.Net got the CDs out and put them on, I would definetly say you are not eligible to use Direct3D straight away. You'd need to know how to write at least some graphical maths stuff to make it worthwhile. You wouldn't ask someone who doesn't know half the framework to write an interpolation algorythm, especially without using compatibility functions. For clarity, I meant which classes can be used for what purpose, you don't need to know it inside out, because, as I said, someone who has only used .Net for a short amount of time, especially with VB.Net, is likely to be prone to use compatibility commands and write algorythms and use APIs where the framework already handles those tasks. The Advanced framework skills are necessary for making "good" games, but an intermediate framework programmer could possibly apply Direct3D to make standard Windows applications, for displaying graphs and things rather easily but moving into advanced, mainly game related areas, requires a high understanding of the general framework.
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Headers are C++ files, C# does not, and will not, support header files. You'll need to write a C# class that does the same thing or add the C++ code as a Managed DLL
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HELP?! Visual Studio.NET (no option for C# project)
AndreRyan replied to BlueOysterCult's topic in General
The Add/Remove starts the setup program which has the Uninstall/Reinstall options in it -
I think not specifiying a SmtpServer makes the local computer act like a mail server even without IIS, I'm not sure though, you'll need to test it
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The purpose of the forums is to ask specific questions about what you're having trouble with, there are tutorials around if you run a google search. When programming with DirectX, I recommend that you're a Intermediate-Advanced programmer who knows almost the entire .Net Framework since DirectX involves massive amounts of maths to perform simple tasks. http://www.robydx.com has a lot of tutorials but the good ones are in italian, I used the google translator to read them but it does a poor job sometimes. I learned more by reading the DirectX 8 tutorials for Visual Basic 6 on http://www.directx4vb.com, if you're an advanced programmer you should be able to read and understand the theory so you can adapt a .Net version of it. There is a 'basic' Direct3D 9 tutorial in VB.Net 2002 avaliable for download there as well. If you'd like to program in DirectDraw, a good knowledge of 2D maths is required and knowing the main parts of the .Net framework is still necessary, because maths is still what makes everything appear where it's ment to on the screen. And if you're a VB programmer, being able to never use the compatibility namespace is important, this is important because those commands are too slow.
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To get the verticies out, use MeshObject.LockVertexBuffer, it returns a graphicstream which you'll have to parse manually into a vertex format, I'm not sure which format it is
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HELP?! Visual Studio.NET (no option for C# project)
AndreRyan replied to BlueOysterCult's topic in General
Reinstall the studio(Uninstall, then Install don't use the Reinstall feature) in the installation options screen, make sure all the C# options are checked then install it again. -
Just to add to the discussion, the next version of Windows(Windows Longhorn) is written 90% in .Net, only 10% which would mainly only include DirectX and the CLR as well as any of the most low level components that are linked directly to the hardware. Microsoft has said that you can actually add Assembly calls to your .Net program so your Managed program can interact directly with the hardware. This means that Windows will probably use C++.Net so they can implement Assembly calls(I think they said they actually were altering the MSIL so the Assembly can be directly added in C# or any Managed app, I don't know if this is correct, it may or may not be) but anything that doesn't interact directly would probably be in C#. They may also use VB.Net in some places, they did use a small number of VB6 apps in Windows XP. This basically shows that .Net can write an operating system with a little help. Microsoft is viewing Win32 applications as obsolete, in Longhorn they stated that any additions to Windows will not have a Win32 dll and APIs created for them, only .Net applications will be able to use the future additions. They also stated that they will shortly begin hosting Win32 applications as emulations, like old Dos apps in Windows. Since the Windows subsystems are all in .Net, no Win32 application can cause damage because the .Net security will denie permission to alter the subsystems that it doesn't have permission to access.
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To make a simple textured flat square in Visual Basic.Net: Dim Sq As VertexBuffer Sq = New VertexBuffer(GetType(CustomVertex.PositionTextured), 4, Dev, 0, CustomVertex.PositionTextured.Format, Pool.Default) Dim V() As CustomVertex.PositionTextured = DirectCast(Sq.Lock(0, LockFlags.None), CustomVertex.PositionTextured()) V(0) = New CustomVertex.PositionTextured(-0.5, -0.5, 0, 0, 1) 'Bottom Left V(1) = New CustomVertex.PositionTextured(-0.5, 0.5, 0, 0, 0) 'Top Left V(2) = New CustomVertex.PositionTextured(0.5, -0.5, 0, 1, 1) 'Bottom Right V(3) = New CustomVertex.PositionTextured(0.5, 0.5, 0, 1, 0) 'Top Right Sq.Unlock() u = Texture X coordinate(0.0 to 1.0 as a percentage) v = Texture Y coordinate(0.0 to 1.0 as a percentage)
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Texture coordinates are set in the X files, using DirectX X files have the texture coordinates stored in the mesh data. If you use Mesh.Box(...), there are no texture coordinates included in these generated meshes, you can create a VertexBuffer and make a cube manually with the texture coordinates implemented. The documentation is installed when you put the SDK on, it doesn't make any difference if you use 2002, the documentation is still installed. Not that this helps much, Managed DirectX 9 is the most poorly documented SDK to ever come from Microsoft, we look forward to better documents coming out soon, or at least in the next version of DirectX.
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Sometimes turning cullmode off for individual objects is necessary(If you're doing AlphaBlending on the cube, culling will still take off the back faces so it'll look strange when you can see through the cube) but generally it's always left on unless there is a reason not to.
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That's HTML code, not Java, that's a Java Applet but you haven't given the applet code anyway. I have no idea how to host Java Applets in other programs but I'd like to find out.