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RealBreezer

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Everything posted by RealBreezer

  1. Works like a charm! Thx! And... whilst testing this method... I realized there was a coördinate with a typo in it... :eek: 1.0f instead of -1.0f which resulted into the triangle-won't-draw syndrome... So the fault is all mine... verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); ---> It DOES work :rolleyes:.... but I like your method better :cool:
  2. Just as a matter of example... Turok used this technique... the fog hid alot from the scene, making it unnecessary to draw what was behind it. I think they used billboard fog however ... and not particles... you would need alot indeed to cover up some stuff if you'd go with particles.... and that perhaps wouldn't help the FPS rate at all.
  3. If it's correct, this is what a normal is used for. The rwh mentioned, is the 4th coordinate to set the creation into screenspace, rather than into worldspace. (Vector 4)... it's also called the w-coördinate. Apart from this, I got the normal thing working as I mentioned before. The only thing that's bugging me at this moment is the "setposition" member. It isn't there and should have been replaced by "position". Though it doesn't work for me like this (it doesn't error...but it doesn't create the vector): verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f); However, I found a rather tedious workaround where I hardcode each coördinate seperatly. (verts[0].X = 0.0f; etcetc...) It's not a really big problem... though it's just weird that this isn't working the way it should.... and since I'm just learning dx9, I wonder whether it has to do with my code...(then again, it works this way for the normal). But hey :D then this quote kicks in: I second that :)
  4. I found out that both methods SetPosition and SetNormal have been replaced by Position and Normal in the latest dx-release. However... when I adjust this code from verts[0].SetNormal(new Vector3(0.0f,0.0f,-1.0f)); to verts[0].Normal(new Vector3(0.0f,0.0f,-1.0f)); it results in the following error: "'Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalColored.Normal' denotes a 'property' where a 'method' was expected" So... to my understanding... there's no way to set the normal since we're not talking 'bout a method. Whilst this is stated in the object window: Would this be another bug? [edit] Nope it isn't... I found out what the problem was, and it resided in my wrong believe. here's the proper code to set a normal in the latest dxSDK.... I hope someone will get this problem aswell sometime... just to make me feel less noob :p verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f); PS: Same DOES NOT apply to setposition. verts[0].position = new Vector3(0.0f, 0.0f, -1.0f); will give you nothing... it won't error... but with that everything is said. pretty weird... does someone has a clue what's going on with this? [/edit]
  5. Hello everyone. I started picking up c# to learn directx9.0 Everything goes fine and I'm doing some tutorials... though I run into problems at a certain moment where they want to set the position of a vertex. They use the "SetPosition" method... though if I try I get the bug saying that this method doesn't exist. CustomVertex.PositionNormalColored[] verts = new Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalColored[3]; //vert 0 verts[0].X=0.0f; verts[0].Y=1.0f; verts[0].Z=1.0f; verts[0].SetNormal(new Vector3(0.0f,0.0f,-1.0f)); verts[0].Color = System.Drawing.Color.Aqua.ToArgb(); as you can tell from the code, I found a workaround for this. But now I'm at the point where they start talking 'bout normals... and SetNormal doesn't exist either. My question then... has these methods been removed? Or is it likely that I downloaded the wrong SDK. (I've the summer one-->dxsdk_sum2004.exe). Thx in advance.
  6. http://www.gametutorials.com/ Under that tutorials section they have a few samples on how to load .bsp Data and how to display these. The code is c++ and c++.NET They use Opengl to display, but loading shouldn't be different and changing the code to display in Dx shouldn't be too hard. Hope it helps :) PS.: More direct link: http://www.gametutorials.com/Tutorials/opengl/OpenGL_Pg5.htm + The page where the Q3 Bsp format is explained: http://www.gametutorials.com/Tutorials/OpenGL/Quake3Format.htm
  7. Well I didn't doubt that I bought something good hehe... it's just that I've read so many theories and pro's and con's that I didn't know what to think of it anymore. But many thx for clearing it up yeah :). Greets, RealBreezer
  8. Hi Extreme .NET - members, I purchased the standard edition of VB .NET today. I heard many things 'bout it and well .. you can't leg behind. There are a few things wondering about though: 1. Ppl keep repeating that the .NET languages are compatible. Does this mean that the code is somewhat exact the same or something in that sense? I heard many things and basicly I'm pretty messed up :-\ 2. How come you need to download the FrameWork SDK to start working on, running a project? :confused: I bet I've alot of misconceptions, that's why I thought it might be a good idea to ask :) Thx in advance and sorry if these questions seem well... lol ... n00bish. I just had to have it out of my mind. Greets, RealBreezer
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