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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&#1534385
<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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