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Space engineers directx 11 not working
Space engineers directx 11 not working













  1. #Space engineers directx 11 not working full
  2. #Space engineers directx 11 not working code

I.e, if you render its position as (0,0,0), it will be actually at (900,0,0). In this case, you are translating the vertices 900 units to the positive X axis.

space engineers directx 11 not working

This matrix defines the transformation from the origin that the vertices will have. So lets start with the basics: The world matrix

#Space engineers directx 11 not working code

The relevant parts/ parts related to transforms from the whole code -coz it is too long- are: d3ddevice->BeginScene() // begins the 3D scene I also have another question, do I have to set the three matrices, world view and projection, to be able to make an effect like changing the triangles place using world matrix, do I have to set the other two matrices, to change it or only world? Lastly, thanks for any replier so much, thanks fr his effort and time. #define FVFcode (D3DFVF_DIFFUSE | D3DFVF_XYZRHW)Īnd I just have another resource file where I just imported the app icon, I know the code is so long and will take time to read, but I am so sorry I can't find any other solution for this. ,ĭ3ddevice->CreateVertexBuffer( 3*sizeof(vertex), 0, FVFcode, D3DPOOL_DEFAULT, &v_buffer, NULL ) (FLOAT)1440 / (FLOAT)900, // aspect ratioĭ3ddevice->SetTransform(D3DTS_PROJECTION, &pro) ĭ3ddevice->SetStreamSource(0, v_buffer, 0, sizeof(vertex)) ĭ3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1) ĭ3ddevice->EndScene() // ends the 3D sceneĭ3ddevice->Present(NULL, NULL, NULL, NULL) // displays the created frame on the screen do 3D rendering on the back buffer hereĭ3DXMatrixTranslation(&matrix, 900, 0, 0) ĭ3ddevice->SetTransform(D3DTS_WORLD, &matrix) ĭ3DXMatrixLookAtLH(&out, &eye, &Lat, &up) ĭ3ddevice->SetTransform(D3DTS_VIEW, &out) ĭ3DXToRadian(45), // the horizontal field of view ZeroMemory(&d3dparams, sizeof(D3DPRESENT_PARAMETERS)) ĭ3dparams.BackBufferFormat = D3DFMT_A8R8G8B8 ĭ3dparams.SwapEffect = D3DSWAPEFFECT_FLIP ĭ3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_NOWINDOWCHANGES, &d3dparams, &d3ddevice) ĭ3ddevice->SetRenderState(D3DRS_LIGHTING, FALSE) ĭ3ddevice->Clear(NULL, 0, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 20, 40, 100), 1.0f, 0) ĭ3ddevice->BeginScene() // begins the 3D scene Return DefWindowProc( hWnd, msg, wParam, lParam ) LRESULT WINAPI WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) Check to see if any messages are waiting in the queue

space engineers directx 11 not working

HWND hWnd = CreateWindow("Window Class", "D3D Tutorial 01: CreateDevice", Wc.hCursor = LoadCursor(hInst, IDC_ARROW) Icon = LoadIcon(hInst, MAKEINTRESOURCE(IDI_APP_ICON)) Int WINAPI WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow ) LRESULT WINAPI WndProc( HWND, UINT, WPARAM, LPARAM )

#Space engineers directx 11 not working full

I have just begun my directx c++ tutorial and I finally drew triangle, but whenever I try to transform it, by any matrix, that never works although I followed the tutorial step by step and I also looked for it in the MSDN tutorial, but I didn't figure out the problem, here's the full code:















Space engineers directx 11 not working