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1

01.03.2007, 18:51

Texturen flimmern

Hallo,

also ich hab jetzt das beispiel mit den rotierenden,bewegenden dreiecken nachgebaut,die mit texturen überpflastert werden und alle 3 sekunden ändern sich die filter (anistropic an/aus, bilinear an/aus etc.). das beispiel vom buch halt.

mein prob ist, die texturen "flimmern" also die dreiecke flimmern alle (werden unsichtbar,sichtbar in sehr schnellen abständen --> flimmern eben^^)

jetzt wollt ich fragen liegt das irgendwo am code von mir oder weil ich vl die texture falsch einlade oder so?

bitte um hilfe :)

hier der code

C-/C++-Quelltext

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// Dreieck.cpp

// author : Simon Klausner

// version : 0.1

// purpose :    - Get Direct3D configs

//      - Create Window

//      - Create Triangles with textures and move



#define D3D_DEBUG_INFO

#include <windows.h>
#include <TriBase.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitWindow.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Direct3DEnum.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\InitDirect3D.h>
#include <I:\\Spiele Programmierung\\Beispiele\\Allgemeines\\Allgemeines.h>
#include <d3dx9.h>


// Globals

struct SVertex                                                                  // Vertex

{
    tbVector3 vPosition;
    DWORD dwColor;
    tbVector2 vTexture;
    static const DWORD dwFVF;
};
const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
SDirect3DParameters g_Direct3DParameters;               // Direct3DParameters

PDIRECT3DTEXTURE9 g_pTexture;                                       // Texturepointer

float g_fTime = 0.0f;                                                       // Timecounter

const int g_iNumTriangles = 1024;
struct STriangle                                                                // Triangle

{
    tbVector3 vPosition;
    tbVector3 vVelocity;
    tbVector3 vRotation;
    tbVector3 vRotVelocity;
    float fSize;
    SVertex aVertex[3];
};
STriangle g_aTriangle[g_iNumTriangles];



// function : Render

tbResult Render(float fNumSecsPassed) 
{ 
    // Variables

    HRESULT hResult;
    tbMatrix mScaling;
    tbMatrix mRotationX;
    tbMatrix mRotationY;
  tbMatrix mRotationZ;
    tbMatrix mTranslation;
    tbMatrix mWorld;

    // Clear Picturepuffer and Z-Buffer

    if(FAILED(hResult = g_pD3DDevice->Clear(0,NULL,
                                                                        D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                                                                        D3DCOLOR_XRGB(25, 25, 25),
                                                                        1.0f, 0)))
    {
        // Error

        TB_ERROR_DIRECTX("g_pD3DDEVICE->Clear", hResult, TB_STOP);
    }
    
    // Begin Scene

    g_pD3DDevice->BeginScene();
    
    // set texture filter

    if((int)(g_fTime/3.0f)%3 == 0)
    {
        // bilinear filter with linear MIP-mapping

        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
        SetWindowText(g_hWindow, "Möp (MIN:lin, MAG:lin, MIP:lin)");
    }
    else if((int)(g_fTime/3.0f)%3 == 1)
    {
        // no filters and no mip-mapping

        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
        SetWindowText(g_hWindow, "Möp (MIN:point, MAG:point, MIP:none)");
    }
    else
    {
        // max anisotropic filter without mip-mapping

        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, g_Direct3DParameters.DeviceCaps.MaxAnisotropy);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
        g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
        SetWindowText(g_hWindow, "Möp (MIN:aniso, MAG:lin, MIP:none)");
    }
    
    // Render Triangles

    for(int i=0; i<g_iNumTriangles; i++)
    {
        // Create Scalingmatrix

        mScaling = tbMatrixScaling(tbVector3(g_aTriangle[i].fSize));
        // Create Translation- Rotationmatrix for Triangle

        mRotationX = tbMatrixRotationX(g_aTriangle[i].vRotation.x);
        mRotationY = tbMatrixRotationY(g_aTriangle[i].vRotation.y);
        mRotationZ = tbMatrixRotationZ(g_aTriangle[i].vRotation.z);
        mTranslation = tbMatrixTranslation(g_aTriangle[i].vPosition);
        
        // Multi Scale, Rotation and Translation for Worldmatrix

        mWorld = mScaling * mRotationX * mRotationY * mRotationZ * mTranslation;
        g_pD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&mWorld));
        
        // Draw Triangle

        if(FAILED(hResult = g_pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST,
                                                                                                            1, g_aTriangle[i].aVertex,
                                                                                                            sizeof(SVertex))))
        {
            // Error

            TB_ERROR_DIRECTX("g_pD3DDEVICE->DrawPrimitiveUP", hResult, TB_STOP);
        }
        
        // End Scene

        g_pD3DDevice->EndScene();
        
        // Present Scene

        g_pD3DDevice->Present(NULL,NULL,NULL,NULL);
    }
    
    return TB_OK; 
}   // end function : Render




// function : Move

tbResult Move(float fNumSecsPassed)
{ 
    // Increase Timecounter

    g_fTime += fNumSecsPassed;

    // if button pressed = space stop movement

    if(GetAsyncKeyState(VK_SPACE))
        fNumSecsPassed = 0.0f;

    // move triangles

    float fDistance;
    for(int i=0; i<g_iNumTriangles; i++)
    {
        g_aTriangle[i].vPosition += g_aTriangle[i].vVelocity*fNumSecsPassed;
        g_aTriangle[i].vRotation += g_aTriangle[i].vRotVelocity*fNumSecsPassed;

        // check distance

        fDistance = tbVector3Length(g_aTriangle[i].vPosition);

        // if distance > 100, move triangle back

        if(fDistance > 100.0f)
            g_aTriangle[i].vVelocity *= -1.0f;
    }

    return TB_OK; 
}   // end function : Move




// function : InitScene

tbResult InitScene()
{
    // Variables

    HRESULT hResult;

    // Set Vertex Format

    if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF)))
    {
        // Error

        TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR);
    }

    // Turn off Lightning and Culling

    g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    // Activate Dithering

    g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE);

    // Set Projectionmatrix

    // Picture Proportion

    float fAspect = (float)(g_Direct3DParameters.VideoMode.Width)
                                    / (float)(g_Direct3DParameters.VideoMode.Height);

    // Create Projectionmatrix

    tbMatrix mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90.0f),
                                                                                        fAspect,
                                                                                        0.1f,
                                                                                        100.0f);

    // Set Matrix

    g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection));

    // Initiate Triangle

    for(int i=0; i< g_iNumTriangles; i++)
    {
        // All triangles start in background

        g_aTriangle[i].vPosition = tbVector3(0.0f, 0.0f, 50.0f);

        // random velocity

        float fSpeed = tbFloatRandom(0.1f, 5.0f);
        g_aTriangle[i].vVelocity = tbVector3Random() * fSpeed;

        // Rotation default

        g_aTriangle[i].vRotation = tbVector3(0.0f, 0.0f, 0.0f);

        // random rotation velocity at all axis

        g_aTriangle[i].vRotVelocity.x = tbFloatRandom(-1.0f, 1.0f);
        g_aTriangle[i].vRotVelocity.y = tbFloatRandom(-1.0f, 1.0f);
        g_aTriangle[i].vRotVelocity.z = tbFloatRandom(-1.0f, 1.0f);
               
        // random size

        g_aTriangle[i].fSize = tbFloatRandom(1.0f, 5.0f);

        // create vertex

        for(int j=0; j<3; j++)
        {
            // Position

            g_aTriangle[i].aVertex[j].vPosition = tbVector3Random();

            // Color

            tbColor VertexColor(tbFloatRandom(0.0f, 1.0f),
                                                    tbFloatRandom(0.0f, 1.0f),
                                                    tbFloatRandom(0.0f, 1.0f));
            g_aTriangle[i].aVertex[j].dwColor = (DWORD)(VertexColor);

            // Texture coordinate

            g_aTriangle[i].aVertex[j].vTexture.u = tbFloatRandom(-1.0f, 2.0f);
            g_aTriangle[i].aVertex[j].vTexture.v = tbFloatRandom(-1.0f, 2.0f);
        }
    }

    // Load Texture

    if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice,
                                                                                                    "Texture.bmp",
                                                                                                    D3DX_DEFAULT,
                                                                                                    D3DX_DEFAULT,
                                                                                                    D3DX_DEFAULT,
                                                                                                    0,
                                                                                                    D3DFMT_UNKNOWN,
                                                                                                    D3DPOOL_MANAGED,
                                                                                                    D3DX_FILTER_NONE,
                                                                                                    D3DX_DEFAULT,
                                                                                                    0,
                                                                                                    NULL,
                                                                                                    NULL,
                                                                                                    &g_pTexture)))
    {
        // Error

        TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx", hResult, TB_ERROR);
    }

    // set texture

    g_pD3DDevice->SetTexture(0, g_pTexture);

    return TB_OK;
}   // end function : Init Scene




// function : Exit Scene

tbResult ExitScene()
{
    // deactivate texture and delete

    g_pD3DDevice->SetTexture(0, NULL);
                                                     TB_SAFE_RELEASE(g_pTexture);
    
    // Exit D3D and window

    ExitDirect3D();
    ExitWindow();

    // Exit Engine

    tbExit();

    return TB_OK;
}   // end function : Exit Scene




// function : windows main

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
    // Initiate TriBase Engine

    tbInit();

    // Get Direct3D Options with Dialog

    tbResult Result = GetDirect3DParameters(&g_Direct3DParameters);
    if(Result == TB_ERROR)
    {
        // Error

        MessageBox(NULL, "Fehler beim Abzählen!", "Fehler",
                             MB_OK | MB_ICONEXCLAMATION);
        tbExit();
        return 1;
    }
    if(Result == TB_CANCELED)
    {
        // Dialog canceled

        tbExit();
        return 0;
    }

    // Initiate window with D3D options

    if(InitWindow(g_Direct3DParameters.VideoMode.Width,
                                g_Direct3DParameters.VideoMode.Height,
                                "Legend of the Druids",
                                LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1))))
    {
        // Error

        MessageBox(NULL, "Fehler beim Erstellen des Fensters!", "Fehler",
                             MB_OK | MB_ICONEXCLAMATION);
        tbExit();
        return 1;
    }

    // Initiate D3D with options

    if(InitDirect3D(&g_Direct3DParameters,g_hWindow))
    {
        // Error

        MessageBox(NULL, "Fehler beim Initialisieren von Direct3D!", "Fehler",
                             MB_OK | MB_ICONEXCLAMATION);
        ExitWindow();
        tbExit();
        return 1;
    }

    // Initiate Scene

    InitScene();

    // Messageloop

    tbDoMessageLoop(Render, Move);

    // Exit Program

    ExitScene();

    return 0;
}   // end function : windows main


mfg
Simon

[Code Tags durch cpp Tags ersetzt von rewb0rn]

2

01.03.2007, 19:38

kann es sein dass du

C-/C++-Quelltext

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// End Scene

g_pD3DDevice->EndScene();
       
 // Present Scene

 g_pD3DDevice->Present(NULL,NULL,NULL,NULL); 

innerhalb der for schleife ausführst? Also damit für jedes dreieck einzeln?

3

01.03.2007, 19:53

kann es sein,dass ich unachtsam und dumm bin? :)

thx jedenfalls das wars natürlich ^^

4

01.03.2007, 19:56

np, gern geschehn ;)

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