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Comments:
<0> do I need to recreate swapchains on device reset? <0> Id say no <0> my app is crashing as soon as I want to see my Device properties :P
<0> hah, this time it's VS that crashed <0> wow, working (except it crashes on resize :P) <0> fine <1> hello, i'm using visual studio 6, and i have included the lib files and include files, but i get an error <1> dx.obj : error LNK2001: unresolved external symbol _Direct3DCreate9@4 <1> Debug/dx.exe : fatal error LNK1120: 1 unresolved externals <1> Error executing link.exe. <1> any ideas whats wrong? <2> bleh <3> Is there some memory efficient technique to mapping my applications ds's to directx formats, specifically matrices/materials/lights...the FVF is fantastic, i'm trying to find out if something similiar exists for the the other data that needs to be submitted to dx...or what perhaps what the best practice is (ie wrapping/typedef'ing/etc) <2> FVF's are old-hat <2> use Vertex Declarations
<2> especially if you use shaders <3> what about as far as the other portion of the Q :) <4> what are DS's <4> you get one matrix with FVF methinx <4> lights are easily mappable <4> there is a material too <5> sup <5> risis - what was the Q? <6> How the heck do I retrieve adjacency information from a mesh in Managed DirectX 9? The closest thing I found was the MeshContainer.GetAdjacencyStream method, but the MeshContainer cl*** appears to be related to a Transformation Frame Hierarchy, which I'm not trying to use, and in any case I see no way to even tell that method what mesh I want the adjacency information for. :( <6> Forgot to mention... I need the adjacency information as a GraphicsStream <6> The Mesh.GenerateAdjacency method returns an int array.
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