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Comments:

<0> anyway to get around the validation check? heh
<1> First things first... the book I have on DirectX doesn't let me know what type of clean I need to do on a mesh to do a progressive mesh. I'm figuring it's CleanType.Bowties but I'm not sure...



<1> Does anyone know of a good way to copy construct an AnimationRootFrame or Texture? I am trying to implement a resource manager so that I don't have to load the same model over and over again and just store one of each model/frame model/texture that I'm currently using. I just want to search by the filepath and if I've have it currently loaded return a copy of the resource rather than a ref. Any suggestions?
<1> I can do it with normal Meshes with the .Clone method, but there is not a similar method for textures or more importantly frame hierarchies.
<2> in the directinput documenation there are ANSI and UNICODE versions for certain device objects, which can be set (i'm ***uming) as a preprocessor directive of some sort or a compiler switch...i can only see this pertaining to keyboard input so wouldn't it be better to always just use the unicode interface?
<3> Hi... I am now manualy drawing sprites to the screen (for interface stuff etc..) as textured quads. I am using d3dxfont to draw text and my problem is that the text always overlapps my sprites on the screen... i want the overlapping only decided by the drawing-order.
<4> disabling depth writes should do the trick
<3> Ok, how do i do that?
<4> pDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); If I recall correctly
<4> remember to enable it again when you need depth



<3> Hmm it doesn't seem to affect the text :/
<4> its possible d3dxfont will override the renderstate you set, but it seems weird
<3> Yea, strange.
<5> do most people here develop in vc++?
<6> yes
<7> most likely.
<7> most real developers use it.


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