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<0> or at least the same # :P <0> Managed C++. Ta dah. <0> More powerful than C#, with all the niceties. <0> Anyway timons, to anwer your question.... <0> Effect effect = Effect.FromFile( device, "shader.fx", null, ShaderFlags.None, null); will do it <1> there are some real uglies w/ managed C++ <1> i've heard bad things, and microsoft has tried to throw a pile of sand over it <0> Seems they dont support .net 2.0 <1> hehe <0> at one point they had decided to kill it off <0> or so I've heard <0> but they kept it around (it was all the work of one man, who left ms..) <1> o.O <1> crazy
<1> heh he probably went crazy <0> I think it was the same guy leading the managed C++ stuff before 2k5 <0> when managed C++ was ***. <1> hmm, i'm going to have to do some 2d rotations manually ;| <0> okay? <1> not ok, sortof ****s <1> esp since i can't think of a good way to do it <2> 2D rotations what <0> what do you mean you cant think of a good way to do it? <2> splain yoself <0> v'=Mv; <2> tell DrGhaleon where it hurts <1> err <1> my math skills are 0 mind you <2> so what are you tryin to do <2> I can help <1> i need to do the math on the points on a quad <1> so it will rotate <2> e-z <1> i know <2> just use sin/cos <1> sin ? <2> sin is y, cos is x <1> yes thats where i am now <2> angle is angle <1> i just multiply then ? <1> or add ? <1> i spose the problem is my using cos for both of em <2> well <2> what do you want to do <2> rotate them, or supply an absolute angle <1> err i'm supplying an angle now, but all i need is a simple rotation on the Y.. clockwise <2> supplying an angle makes it easy <1> for(int i=0; i<8; i++) <1> pos[i>>1][i&1] *= cos(di.rotAngleY); <1> hehe <1> bit of a strange effect <2> float a = angle; for (int i = 0; i < 4; ++i) { vtx[i] = Vector3(pos.x + cos(a), pos.y + sin(a), pos.z); a += PI/2; } <2> pos is a vector to the center <2> that help you any? <1> yes kindof <1> the problem is that its still going in a big circle <1> not really "rotating" <2> in here you are multiplying -> pos[i>>1][i&1] *= cos(di.rotAngle <2> in my for loop I am setting absolute <1> err <1> lets see that may have fixed it <1> its not rotating but it doesn't go crazy anymore either <1> for(int i=0; i<4; i++) { <1> pos[i][0] += cos(di.rotAngleY); <1> pos[i][1] += sin(di.rotAngleY); <1> } <2> see, you're using += there <2> you need to use = <1> yes well your adding as well <2> and preserve the original center position <1> hmm, but then how does it keep its position <1> ? <2> because you preserve the center <2> you don't change it ever <2> unless you really want to move it
<1> err <1> hmm, so you preserve the center elsewhere and then subract these values to get the real positions, i dont see in your code where its preserving the center value, i see it adding pos.x + cos(a) <2> but it's ***igning to vtx[] <2> which is not pos <2> and pos is not an array <2> it's a single vector3 <1> i see <1> think i got it figured, i'll play with it <1> i'll subtract the values i have to get the center and offs the angle from it like you are, guess i wasn't thinking about what you were saying .. i got a horrible hangover and two days to get the finishing touches on two games ;| <1> http://rafb.net/paste/results/6zHt1722.html doesn't work either, and that looks the most like exactly what your code does <1> but i'm blind so i likely have missed something <2> 0.f != di.rotAngleY <2> what's that aboot <3> exact comparison with 0? :P <3> narsty <3> aav > * <2> well <2> 0 is more rounder, and lady like <3> :P <3> just like your momma <2> :D <2> datz right <1> hmm? <1> not everything has to rotate <2> it's just weird tho <1> if its zero it just splits coords from center coords <1> weird or not i dont see it should affect it any <2> I wasn't sure what it was for <1> oh <1> man i really wish i hadn't drank so much last night <4> Are there any good resources for learning shaders? <2> huhu <4> for MDX <1> its 7:30 pm .. and i'm still hurt <2> Timons: the shaders are the same in regular and MDX <4> Yeah, but I don't understand the C++ code <2> hehe <2> ZeZu: so what happens now? <1> its not visible <4> I'm not real sure how shaders work. I know how to load one now thanks to Dr^nick though <2> I would debug it, and see what the output points are <2> Timons: most of the work spent on shaders is in the shader <2> which is the same across languages <4> yeah, but that still doesn't tell me how I acctually implement the shader into my progarm <4> All I know is how to load the shader file, not p*** it data and stuff <2> ah I see <2> well I can tell you <2> ............... in C++! <4> Heres how I load a shader <4> Effect effect = Effect.FromFile( device, "shader.fx", null, ShaderFlags.None, null); <1> hmm <1> i see the problem <1> a: 0.006 :: 76.000 - -5.994 <1> a: 1.576 :: 74.995 - -5.000 <1> a: 3.146 :: 74.000 - -6.004 <1> a: 4.716 :: 75.003 - -7.000 <1> a: 0.012 :: 76.000 - -5.988 <1> a: 1.582 :: 74.989 - -5.000 <1> a: 3.152 :: 74.000 - -6.010 <1> so very not valid at all <2> I'm confused at what any of that means <2> point out the numbers for me <1> a: is a, the other is the x - y sorry <2> there are 7 points in your quad? <1> no only four but it seems i copied more from the log than i intended to <1> thus the reason a goes back to 0.0xx <2> =] <2> try printing out just the first point <2> and past me a series of those in pm <4> Can you explain to me how exactly shaders work? Then I can try and figure it out for MDX
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