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Dark GDK / trying to make my own camera - Help.

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Lover of games
19
Years of Service
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Joined: 17th Apr 2005
Location:
Posted: 29th Feb 2008 04:56
I'm trying to make my own camera like DBPro's cameras, but i don't think i'm doing it right. I know, what's the point of trying to make your own if you already have the Built in once? well, i wanted to see if locking an object to the camera, will also affect my custom camera or if it's just the way DirectX works. here is my code



thank you for any advice and support

"Originally I was going to have a BS on it but you know how that would be. I can't walk around with the letters BS on me." More or less a qoute by Syndrome from Jack, Jack, attack
jason p sage
17
Years of Service
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 4th Mar 2008 18:27
I'd recommend you get a directx sample app working with that code firat and then port it to DarkGDK once you iron out "Good" versus "Bad" DirectX code. Otherwise you're chasing your tail because it'll be hard to know if its something you are doing wrong with DirectX or something wrong with how you are talking to DarkGDK - or.... something MAY be hosed in DarkGDK - a bug! .... (Naw.... Never happen! )

david w
18
Years of Service
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Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 4th Mar 2008 21:26
I can help you with this is you like?
Niels Henriksen
20
Years of Service
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Joined: 27th Sep 2004
Location: Behind you breathing heavely
Posted: 5th Mar 2008 00:39
@jason - its not a bug... its a "undocumented feature"

Niels Henriksen
Working on a (MMO)RPG right now in LightEngine (thanks kBessa)
kBessa
17
Years of Service
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Joined: 8th Nov 2006
Location: Manaus, Amazonas, Brazil
Posted: 5th Mar 2008 00:50
LOL, I'd say an "un-feature", if it does not add a thing but bugs

But Jason is right, do it without DGDK, just pure DirectX, and when you have it working, change what is needed for DGDK. I did this while developing LightTextDX.

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