@# Quotes DB     useful, funny, interesting





Google
 
Web www.quotesdb.info
Undernet  |  EFnet  |  Quakenet  |  Freenode  |  Dalnet  |  Ircnet  |  Galaxynet


Comments:

<0> any1 here used managed directx on a windows mobile device?
<1> Rangar!
<1> make a multiplayer thief!
<2> Slade: http://www.blackcatgames.com/thievery.html
<2> and also: http://www.blackcatgames.com/nightblade.html
<3> well it seems they are good at starting games
<4> about the topic
<4> I mean the link about directx10
<4> what do you think of their "Greater detail, realistic shadows" example ?
<5> you don't like it? :P
<4> Im sketical



<4> they say "in dx9, you had normal maps; see the dx10 pic, you dont have normal maps, that's better"
<5> huh?
<5> where do they say that
<4> watch picture 3 and picture 4
<4> I mean, I didnt get the point of that example
<5> oh
<5> its displacement mapping
<4> the pic on the right is just the same with more polygons instead of normal maps
<4> is it ???
<4> can you draw beyond a triangle with displacement mapping?
<4> I believe there's more triangles, period
<5> no, i ***ume they generate more triangles
<5> that's TRUE displacement mapping
<5> but its done on the GPU
<4> hm oh
<4> and they store the displacement in textures because it's cheaper in memory ?
<3> they ever changed their mind and put dx10 on xp?
<4> what's the point of TRUE displacement mapping then?
<4> less data to be transfered?
<5> Fly_Mario, no.. its too much h***le
<5> pulse_, sure
<4> ok
<5> and you could generate the dispmaps on the GPu if you wanted
<4> that makes sense then, thanks
<3> ok.. they why mess with it? it will take hte new windows too long to be accepted even after released
<5> DX10 isnt going to be mainstream in a while
<3> so serious game development isn't gonna happen for years I bet.
<5> treat it like a new console
<4> dx9 games were quite fast to come
<5> well the new driver model is seriously improved
<3> well pulse, dx9 wasn't restricted to one os version
<5> thats why they dont support DX10 on XP
<5> they wanted a clean slate
<5> pulse_, now that web page is "marketing" material
<5> dont read it if you want technical info
<3> Well I don't dissagree with that logic, just they will be dx11 before dx10 is fully used.
<4> aav: I understood that, but I was wondering if it was bs :P
<5> well not bs
<5> but if you look at the Halo/Crysis comparison
<5> its obvious that there's a whole lot better art in the latter :P
<4> sure
<5> and for some reason theyre using very lossy JPEG to show Halo :P
<5> and blown up lowres shots



<3> aav are you running vista? Does it rock?
<5> i'm not
<5> :)
<3> you can tell me, I can keep a secret
<5> hehe
<5> i have to shower though
<5> bbl
<4> last night I realized this might help me a lot, actually
<4> not to have everything working perfectly, but at least to avoid writing nasty things
<4> erm
<4> including the dx9 headers in the namespace "PrivateImplementationDetails" (which I need to do in managedc++ code) seems to be a problem for compiling unmanaged c++ code
<4> anyone ever tried that?
<4> up to now, I used void* everywhere, which wasnt very nice
<4> but I had only to cast the device object
<4> maybe I forgot to remove some include lines, Ill check that
<4> I get things like error C2872: 'size_t' : ambiguous symbol
<4> Im afraid they define that symbol somewhere in the dx headers
<4> therefore clashing with any stdio.h include
<4> which I should probably put in the namespace too
<2> Fly_Mario: u can get vista beta 2 for phree
<4> you could, I dont believe you still can
<4> there was a deadline for activation
<2> :O
<2> ah ok
<2> it's closed now
<2> oh wellz
<4> that namespace is making me crazy
<4> I can't get it to link, as in the managed code it's defined in a namespace
<4> I can't include it twice either
<4> or maybe I can by undefing _D3D9_H_, but that'd be aweful
<4> here's the solution: I need to have dx within a namespace in the unmanaged code too
<4> and that's a lot of pain
<4> like, forget about using any middleware ever
<5> huhm
<5> and the exact same thing happens in native code?
<4> I need to have the namespace in the native code, otherwise I get link errors with my native libs
<4> if in my native code I use dx symbols, they need to be the same, or it won't link
<4> coz Im linking statically for now
<4> I bet the same applies for dlls anyway
<4> I think I'll forget about using CComPtrs then
<4> with templates it only gets worse
<4> atlcomcli.h(534) : error C2440: 'specialization' : cannot convert from 'const _GUID *__w64 ' to 'const Microsoft::DirectX::PrivateImplementationDetails::IID *'
<4> :P
<4> atl wasnt meant to be included in a namespace
<4> 0_0
<4> just when I say that, it compiles
<4> heh
<4> I mean, almost
<4> http://www.google.com/search?hl=en&q=PrivateImplementationDetails%20d3d9.h%20CComPtr&sa=N&tab=gw


Name:

Comments:

Please enter the result of the sum 63 + 46 (to avoid spam):






Return to #directx
or
Go to some related logs:

#debian
#mirc
pygst windows
#worldcup
crackz.am
sun f15k power consumption
#italy
#heroin
BangAMidget.com
#microsoft



Home  |  disclaimer  |  contact  |  submit quotes