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Tuppence

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  1. Do they have the .NET Framework 1.1 installed? Not sure but I think I read something about needing that for DX9 stuff to work...
  2. Another thought just occured to me... In case you always click on the character to bring up that 2D menu you should be able to get the 2D screen location of the mouse pointer and use those coordinates right away... Now why did I only think of this AFTER I wrote my first reply :p /Jesper
  3. Not sure this will work since I have never really done something like this myself and it is a few years since my last math course... So follow this guide on your own risk... I give no guarantees that it will work. I'll assume you got a global 3D coordinate system where you can get the location of stuff like cameras and location of characters in the 3D world... You should have specified a clip plane somewhere in front of the camera. This should be a 2D surface and any object closer to the camera than this clip plane will not be rendered. This surface should be parallel to the screen surface. Draw a line from the camera position in the viewing direction of the camera. This line should intersect the clip plane. Call the point of intersection P1. P1 should be the position of the camera translated in the viewing direction a distance equal to the specified clip plane distance. It should also be in the middle of your screen. If you can get the position of a caracter you should be able to calculate a line or vector from the camera location to this location. When you got this line you should be able to calculate where it intersects the clip plane. Call this point of intersection P2. Using the distance to the clip plane, and the specified viewing angle of the camera along the X-axis and Y-axis respectivly you should be able to calculate, with simple trigonometry, the maximum distances from P1 that any line drawn from the camera to an object in the 3D world will intersect the clip plane and still show up on the screen. Call these distances DX and DY. Now, P1 and P2 should be in the same 2D plane parallel to the screen. It should be fairly easy to establish P2's distance from P1. Call this distance dX and dY for the respective directions. Now, to calculate the position (x,y) for you 2D popup window derive x and y from: x/[half screen width] = dX/DX y/[half screen height] = dy/DY Well, thats it... I just hope it is correct in case you decide to try it out... /Jesper
  4. I want to make a digital-TV application using C# and DirectX 9. Anyone know if this can be done easily? I've read some about DX9 and digital-TV here but it only mentions C++ and VBasic. It seems easy enough in C++ but I'm not too familiar with that language and was kind of hoping I can call upon the same DX stuff in C#... All thoughts and comments are welcome. Thanks in advance :) /Jesper
  5. Maybe I should just get the 2003 version and save myself some time :-\ I've tried referencing the files manually but I cant get to work... never done that before though so not so sure I did it correct :rolleyes: Only place I could find settings for adding paths and stuff was some C++ settings and since I'm using C#.... well, I dont know, VS 2003 sounds like a good idea :p /Jesper
  6. I'm running Visual Studio .NET 2002 Academic and have tried to install the DX9 SDK but it wont work. I have read this thread because I get the same "missing microsoft.directx.dll" error message but the solutions proposed there didnt help :( I have tried installing the DX9 SDK (about 220MB) and the DX9 SDK Update Summer 2003 (about 170MB) but I get the same result with both... It seems like people using VS .NET 2003 have no problems with this so if it wont work because I am running an "old" version of VS please let me know because I can't find anything about incompatibility issues... Thanks in advance Jesper
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