| Poster | : ericc59 | | Posts | : 3 | | Country | : US | | City | : Kearney |
| | | | Posted by ericc59 on 20/03/2007 at 17:19:29
| | This line in the DrawReflectionMap method:
| refractionMap = refractionRenderTarg.GetTexture(); |
looks like it got copy/pasted and not changed to save to the reflectionMap and reflectionRenderTarg? | |
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| Poster | : wardy | | Posts | : 132 | | Country | : England | | City | : none i live in the sticks |
| | | | Posted by wardy on 21/03/2007 at 08:07:25
| | looks ok to me ?
sure u didn't break that yourself ?
Drawing water aint half hard work !!! | |
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| Poster | : ericc59 | | Posts | : 3 | | Country | : US | | City | : Kearney |
| | | | Posted by ericc59 on 21/03/2007 at 08:41:52
| | | In the source code at the bottom it's right, but in the tutorial it saves to the refractionMap instead of reflectionMap. | |
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| Poster | : riemer | | Posts | : 1392 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 21/03/2007 at 14:16:40
| | | OK thanks it's been corrected! | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 21/03/2007 at 23:25:54
| | | It compiles and runs, but I see nothing with either the refraction of reflection tutorials. Am I missing something? | |
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| Poster | : riemer | | Posts | : 1392 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 22/03/2007 at 04:11:50
| | I guess so ;)
Both maps are being rendered into a texture, and not drawn to the screen. You can save the texture to a file, as explained in the text, if you want to have a look at it | |
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| Poster | : Lordikon | | Posts | : 57 | | Country | : USA | | City | : Denver |
| | | | Posted by Lordikon on 23/03/2007 at 00:01:47
| | Ok, thank you very much (that post above you was mine).
I don't know if this one will be easy to solve, as it's code that isn't in your tutorials. But I've set up the code in split screen mode using viewports and added some AI and stuff. Anyway, the split screen works great, but these 3 lines in the refraction and reflection draw code
device.SetRenderTarget(0, refractionRenderTarg);
device.ResolveRenderTarget(0);
device.SetRenderTarget(0, null)
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are causing the projection matrix for whichever viewport is rendered second to take up the entire screen.
By the way, those lines have other code between them, however each of them is required by each other to run, and if they're all 3 commented out the split screen works.
Any ideas? | |
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| Poster | : newbie | | Posts | : 3 | | Country | : Singapore | | City | : Singapore |
| | | | Posted by newbie on 13/05/2008 at 12:33:43
| | I'm having some problem with the line below when compiled. It complaints about missing definition for ResolveRenderTarget under GraphicsDevice. Any idea how to resolve this? Thanks.
device.ResolveRenderTarget(0); | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 27/07/2012 at 13:06:07
| | | It exists but it was deeploevd very poor. Unfortunately even when DX10 is installed there are many programs and games that can't work. The guys who proted it to xp simply took the code from Vista and in some way yet very cruelly ported it to xp even thouggh i haven't found even one game runs under it. If you want DX10 but want to keep XP than use Partition magic and make 10GB of free space on your hdd and install Vista or W7. Dual Boot. | |
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