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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
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