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<0> prolly didn't zoom in far enough to notice <0> for 99% of purposes, 8 bit precision on the FP coefficients for bilinear filtering is fine <0> right up until you're zooming in and 9 pixels are filling the screen <0> well this throws a wrench into this whole project <0> hm <1> what about trilinear filtering? <1> maybe that doesnt work with 2x2 textures :P <0> i tried aniso and linear <0> lol <0> how would i enable trilinear? <1> err <0> typedef enum D3DTEXTUREFILTERTYPE <0> { <0> D3DTEXF_NONE = 0, <0> D3DTEXF_POINT = 1, <0> D3DTEXF_LINEAR = 2,
<0> D3DTEXF_ANISOTROPIC = 3, <0> D3DTEXF_PYRAMIDALQUAD = 6, <0> D3DTEXF_GAUSSIANQUAD = 7, <0> LINEAR is just bilinear <1> I dont know actually <1> I thought this was a filter just like any other one <0> i think trilinear is only used for mipmap levels <0> from the looks of reading the docs <1> http://www.gamedev.net/community/forums/topic.asp?topic_id=253878&whichpage=1� <1> yes that's it <1> I thought this was some higher order interpolation <0> nope, just basic texture filtering <0> i wonder if i'm just totally boned <0> that would be frustrating <0> wonder if i can just implement proper bilinear filtering with the 24-bit FP registers in the pixel shaders <0> yeah, the FP registers in this laptop are 23e8, so FP32 <0> so i should be able to do something neater <2> would someone be able to give me a handle with a simple rotation problem? <0> possibly <2> quick version of the problem: i have a top down 'game' im trying to make and right now all i have its a square that im trying to move around the screen <2> simple 2d thing <2> and im tryong to 'turn' it, but its constantly rotating around the Worlds Z axis and not the objects Z axis <0> how are you trying to turn it? <2> right now, my matrix multiplication is translation*rotation <2> Matrix translation_matrix = Matrix.Translation(tank.x, tank.y, 0.0f); <2> Matrix rotMatrix = Matrix.RotationYawPitchRoll(0.0f,0.0f,tank.getAngle()); <2> Matrix result = translation_matrix * rotMatrix; <2> device.Transform.World = result; <0> you're going to want to rotate then translate <0> if you translate then rotate, you'll move it somewhere, then rotate it around the world center <2> Ive also tried setting the rotMatrix to Matrix.RotateZ(tank.getAngle()) and i get the same results <2> correct <2> if i do it the other way around, it works <2> but then it doesnt move in the correct direction <0> i'm not sure what you mean <2> like lets say its spinning <2> and the tank is now facing at 45 degrees <2> and i 'accelerate' it will still move on the standard x axis <2> not in the direction that its facing <0> you need to do the translated coordinates yourself <0> you should basically be storing three things: tank.x, tank.y, and tank.rotationz <0> so you get your projection working correctly, which you say it has properly if you switch your matrix order <2> but when would you 'translate' them? <0> so if you're facing at 45 degrees <0> and hit forward to move forward <2> okay, so if i switch those mulitplication, it will rotate on its own axis <0> each frame you need to do: tank.x += C * cos(tank.rotz); tank.y += C * sin(tank.rotz); <2> C being? <0> you can't just translate the coordinates based off its rotation on the 3d <0> how far you want it to move <2> ahh <0> (just some arbitrary constant) <2> gotcha <2> now when i do that <2> would i use those values when im just drawing the primitive? <0> you're just going to be changing tank.{x,y,rotz} <0> when the tank moves, change those coordinates <0> and then when you need to draw, just pull those 3 coords and project <2> hmm... let me give it a shot to see if we are on the same page <0> you should be decoupling your movement from your rendering <0> i mean, i guess technically you COULD use the 3d processor to do your movement, where you load the x/y into a matrix, then translate it along the x coordinate, then rotate by rot z, then pull it and store it
<0> but that'd be pretty much a pain in the *** <2> alright give me just a sec :) <2> hmm <2> something is missing <2> hehe <2> it seems to be moving in the right directions <2> but the actual object itself is no longer spinning <2> hehe <2> oh wait <2> hold on <2> yeah its still rotating around the world axis <2> but now the directions are so of screwed up <2> hehe <0> lol <2> wait let me try something else real quick <0> yw <2> your ruling factor has doubled :) <0> haha <2> thanks a bunch.. now i can peel myself away from this machine :) <2> its been bugging the hell out of me <2> hehe <0> 3d does that <0> any of you guys ever written a bilinear filtering algo in PS1.0 through PS2.0? :) <3> PS1.1 you mean <3> yeah, i guess i have <0> anything in there <0> PS <= 2.0 <0> i wanna try throwing a bilinear filter algo in here to see if it's just the native bnilinear that's blowing up <3> hang on <3> http://rafb.net/paste/results/VCIwYF22.html <3> pseudo-ish code <0> is that hlsl? <3> yes <0> kk <4> damn straight <3> Fly_Mario, there's no need to get angry just because we act hetero***ual <3> ah, i thought we were in #gamedev... sorry, less bs in here ;) <4> Yah chill out y0 <4> shi dog <3> fo sho <5> "error C4430: missing type specifier - int ***umed. Note: C++ does not support default-int" <5> okay what am i done wrong? <5> because i try to make a pointer: IDIRECT3D9 *d3d; <5> should i put pointer type in :P <5> okay got trough that, but not it says that i have same error in d3dx9math :I <5> wtf <5> **** that, my app is totally broken, i just can't get it to work :/ <5> it soen't even compile <5> *doesn't <6> you're not including d3d9.h <6> or including it at the wrong place <5> i had this working source, but it was all in once cpp, and i wanted to make object oriented engine, so i started to cut and paste the code to cl***es and fo what ever was necessary to make them independent. and then the problems started :/ <6> ...cause you messed up your includes <5> yes, and i'll do it again... i just hate this :/ <5> okay, now i have the source loaded where i started <5> wirst, i'll put d3d routines to a new file called "D3D.cpp" <5> *first <5> with icludes of d3d9.h <5> and d3dx9.h <6> make one .h file that includes everything you need <6> then include that file in all other files <6> in addition to your precompiled headers <5> i make this one h file for D3D <5> and according to c++ stndard, i should give my method prototypes when i'm doing a header file? <5> *standard <5> or have i misunderstood? <3> Icchan^2, IDirect3D9* <3> caps differ <3> that is, make a difference <5> http://rafb.net/paste/results/PN7If450.html <5> um, what do i miss here :/ <5> because i can't call themethods of the DX9VARS...
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