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| Smoke problem O_O | |
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| Tweet Topic Started: Dec 8 2007, 08:18 PM (443 Views) | |
| Mauro | Dec 8 2007, 08:18 PM Post #1 |
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DirectX - WinAPI Programmer
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why in the water and fire example i see the smoke normal and in my game i see this...
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| Programming c++ and directx | |
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| MysteriXYZ | Dec 8 2007, 08:32 PM Post #2 |
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Master Matrix Masher
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Are you using the latest Ultimate3D.dll with your game? |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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| Mauro | Dec 8 2007, 08:41 PM Post #3 |
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DirectX - WinAPI Programmer
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yes!
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| Programming c++ and directx | |
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| Mauro | Dec 8 2007, 09:05 PM Post #4 |
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DirectX - WinAPI Programmer
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oh a bug! when the car start the smoke is normal....
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| Programming c++ and directx | |
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| MysteriXYZ | Dec 8 2007, 09:26 PM Post #5 |
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Master Matrix Masher
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Is there something in the code to start the car that changes materials, or any specific U3D setting? If it's possible, could you show us that code? |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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| Mauro | Dec 9 2007, 11:31 AM Post #6 |
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DirectX - WinAPI Programmer
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No, i used a variabile starting if the variable is = 0 the car can't start else i start, no change of material... |
| Programming c++ and directx | |
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| $pecter | Dec 9 2007, 11:55 AM Post #7 |
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Elite Member
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When I used the Fire&Water demo on a slow computer the smoke looked like that. Maybe U3D starts cutting corners when it is stressed? |
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| Dr. Best | Dec 9 2007, 03:05 PM Post #8 |
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Administrator
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@ $pecter Don't think so. It is quite likely that I forgot to undo some rendering setting after rendering a particular object and as a result of this this setting is still enabled when rendering the particles and leads to wrong results there. @ Mauro Thanks for reporting this, it's likely that it's a bug in Ultimate 3D. Could you please download this test texture, apply it to the particles and upload a screenshot of how it looks then? This will make it a lot easier for me to determine what's going wrong exactly. Right now it would be more like looking for a needle in a haystack. |
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| Mauro | Dec 9 2007, 03:44 PM Post #9 |
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DirectX - WinAPI Programmer
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No problem! P.S The car have an envivorment map (for fake reflection) [img=http://img515.imageshack.us/img515/1332/smokefk9.th.png] |
| Programming c++ and directx | |
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| Dr. Best | Dec 9 2007, 05:08 PM Post #10 |
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Administrator
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Thanks, that was helpful. I think I have found the cause of the problem and fixed it. If that's right it should be working with this brand new fixed dll. |
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| Mauro | Dec 9 2007, 08:01 PM Post #11 |
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DirectX - WinAPI Programmer
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yes it work now!!!!
P.S Can i know what was the problem? |
| Programming c++ and directx | |
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| Dr. Best | Dec 9 2007, 09:03 PM Post #12 |
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Administrator
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Sure. In the code that enables cubic environment mapping for model materials a transformation matrix got set up for the texture coordinates. I forgot to deactivate this transformation before rendering particle systems, so this transformation made the particle texture coordinates invalid. |
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| Mauro | Dec 9 2007, 09:10 PM Post #13 |
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DirectX - WinAPI Programmer
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Ok, understand! anyone can make error!
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| Programming c++ and directx | |
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