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Hi. I need help displaying my objects properly in DX. I have an app based on the right-hand (RH)reference frame: Z-up, Y-right, X-out of screen (towards user). I would like to come up with a single pair of Rotation and Translation transformation matrices to convert all objects to LH just before display (render), but am having a pretty hard time of it.
I found a bit on this on Microsoft's website, but some parts of it are cryptic, ( "reverse the backface-culling order" and "lay out the cube maps accordingly" ) and other I don't know how to go about ( "Flip the order of triangle vertices so that the system traverses them clockwise from the front. In other words, if the vertices are v0, v1, v2, pass them to Direct3D as v0, v2, v1" ) because I use DX's CreateSphere, CreateCube type functions to create the models.
Can someone point me to a tutorial on how to display RH-based stuff in DirectX?
Thanks in advance.
-Yegor
~NastyImp
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Is it possible to inherit in MFC, such as in...
class CMyView : public CRecordView, public ViewInterface
and then call...
CView* view = GetActiveView();
((ViewInterface*)view)->somefunction();
Regards.
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Yes, multiple inheritance is possible.
"Let us be thankful for the fools. But for them the rest of us could not succeed." - Mark Twain
"We will be known forever by the tracks we leave." - Native American Proverb
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cmdill wrote: CView* view = GetActiveView();
I guess it should be
CMyView* view = (CMyView*)GetActiveView(); Since CMyView implements the ViewInterface .
Nibu thomas
Software Developer
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I think it's only example CView* view = GetActiveView();
and he wants know that is it possible or no
of course that this is true:
CMyView* view = (CMyView*)GetActiveView();
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Hello everyone,
HullBreach is a Source Engine total conversion, a Sci-Fi multiplayer FPS. 90% of our in game assets (models, weapons, sounds etc) have been completed and we are now pushing forward with maps and code. Our project has aided at least 15 people into industry jobs (generally because the concepts were so good the final work looked great on paper).
The project is very well established and known on the mod scene as ambitious but extremely slow going (we're perfectionists). If you are interested in working with the team (and I stress these are volounteer 'unpaid' positions) then please drop an email to jobs@hull-breach.com
Developer (2 posts)
* Should have an object oriented background.
* Solid knowledge of C++.
* A working knowledge of Microsoft Visual Studio 2003 would be preferable.
* Experience with the Source SDK or at least the HL1 SDK would be good.
The developers we are looking for should be able to work as independant people. More often than not we split the workload into small well defined tasks and assign a single developer to that specific task. When you are assigned a task you will be responsible of that task and will answer to the rest of the team in regards to that task. Of course you would have to be able to function as a member of the team at any given time as well, we’re not looking for antisocial behaviour.
You should have a good indepth knowledge of object oriented programming, and a solid knowledge of C++, we’d prefer not to spend too much time to get you up to speed. You should be able to read C++ “fluently” as the existing code has had many hands on it as it is, quite a few on the mod team and god knows how many at Valve.
If you wish to help out with the Linux port of the game logic you should also have a good working knowledge of the GNU Debugger as well and know your way around GCC. C++ knowledge is still an important asset when doing the Linux port.
Don’t forget to tell us about other skills you think might come in handy… anything really…
If you do have experience with the Source SDK or the Half-Life(1) SDK remember to tell us, and preferably give an example of your work where possible.
Applications to jobs@hull-breach.com
- Trax
www.hull-breach.com
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Job ads are not appropriate or acceptable here
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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These are not paid positions, we're looking for help with some of the coding. Should I move the post to a different forum?
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There was nothing in the post that indicated it was an unpaid position (that I could see). You can try here: http://www.codeproject.com/script/jobs/jobs.asp[^]
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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BTW, the link to Job forum is gone from the menu ...
Maxwell Chen
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There's a link on the home page...
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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As far as I see, the original post was not edited - it said "and I stress these are volounteer 'unpaid' positions".
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Either it was edited or I'm going blind Probably the latter
Either way, it's an inappropriate post.
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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Well there's no job forum, I'm asking for coding assistance and it's C++. Seems ok to me. If our moderators would care to move it to a more relevent forum I'll be happy with that.
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hullbreach wrote: Well there's no job forum
Yes there is. I provided you the link earlier...
Ryan "Punctuality is only a virtue for those who aren't smart enough to think of good excuses for being late" John Nichol "Point Of Impact"
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Ryan, i refer you to Maxwell Chen's earlier post. I suggest you email an administrator if you find the post so unacceptable.
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I add a menu to my dialog and this menu have some items. The problem is that i can't set these item to checked by SetCheck or SetRadio in UpdateCommandUI even with command like pCmdUI->SetCheck(1)
Can anyone tell me what might be the problem and how to solve it
Just a newbie
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i found it not very helpful cause the sample about CCtrlbar, in my case, a new MENU that add to a dialog and ON_UPDATE_COMMAND_UI don't work. Is that an alternate way to do it?
Just a newbie
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UpdateCommandUI (ON_UPDATE_COMMAND_UI ) does not work for menus in a dialog.
You will need to do the update manually; I'm certain there is an article on this subject somewhere on CodeProject.
Maximilien Lincourt
Your Head A Splode - Strong Bad
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Hi Maximilien,
No (I think)its work.I saw exactly this event with one program(Dialog) but i dont know address from program and I try that write like that program but I dont know.
and Maximilien I think that problem is pCmdUI->m_pMenu that is empty
anyway
dear XStress
now I suggest use CheckMenuItem
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Yeah, it work, and so simple. Thanks WhiteSky
Just a newbie
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I have a CImageList...
m_image.Create(16, 16, ILC_COLOR32 | ILC_MASK, 11, 0);
If me ColorDeep is 24bit on Windows I get e black background of the Icons in the ListCtrl
If i am on the 16bit or 32bit ColorDeeop mode the Icons are all correct (with transparent/white background).
Has somebody an idea why?
A Idea how i can fix this will be perfect.
thx in advance.
Greets
Mike
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why?
I think it's worked.
Please test this code.
CImageList *m_ImageList;
CListCtrl m_List2;
LV_ITEM Item2;
CBitmap *oriBmp;
oriBmp=new CBitmap();
oriBmp->LoadBitmap(IDB_ARROW1);
m_List2.Create(WS_CHILD|WS_VISIBLE,CRect(0,0,100,100),this,1);
m_ImageList=new CImageList();
m_ImageList->Create(14,14, ILC_COLOR24,0,0);
//m_ImageList->Create(14,14, ILC_COLORDDB,0,0);
m_ImageList->Add(oriBmp,RGB(100,105,0));
m_List2.SetImageList(m_ImageList, LVSIL_NORMAL);
Item2 .mask = LVIF_TEXT| LVIF_IMAGE| LVIF_STATE;
Item2 .iItem =0;
Item2 .iSubItem = 0;
Item2 .pszText = CA2T("test");
Item2 .iImage = 0;
Item2 .stateMask = LVIS_STATEIMAGEMASK;
Item2 .state = INDEXTOSTATEIMAGEMASK(1);
m_List2.InsertItem( &Item2);
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