prabh's Profile
Reputation: 3
Apprentice
- Group:
- Contributors
- Active Posts:
- 379 (0.24 per day)
- Joined:
- 27-December 08
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- Last Active:
Apr 09 2013 12:53 AM- Currently:
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- Country:
- IN
- OS Preference:
- Windows
- Favorite Browser:
- Mozilla
- Favorite Processor:
- AMD
- Favorite Gaming Platform:
- PC
- Your Car:
- Toyota
- Dream Kudos:
- 25
Latest Visitors
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strawhat89 
05 Apr 2012 - 00:10 -
modi123_1 
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Ahankhah 
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no2pencil 
16 Jun 2011 - 12:11
Posts I've Made
-
In Topic: I want some information about writing data into binary files in C++
Posted 2 Oct 2012
I posted a snippet on Dreamincode.net you can check that if it works.
My snippet -
In Topic: First attempt using header files, dosent work :/
Posted 2 Oct 2012
Look for comments i put.
Your main.cpp should look something like this
#include <iostream> #include "header.h" using namespace std; int main() { // the correct way int x= 0; int y= 0; int z = 0; cout << "Hello world!" << endl; while(1){ // to update your x,y and z you should call your function example(x,x,z); cout<<"X: "<<x<<endl<<"Y: "<<y<<endl<<"Z: "<<z<<endl; //The x,y,z decleared in header.h } return 0; }
header.h
#ifndef HEADER_H_INCLUDED #define HEADER_H_INCLUDED #include <windows.h> int example( int x,int y,int z){ if(GetAsyncKeyState(VK_UP)){y++;} if(GetAsyncKeyState(VK_DOWN)){y--;} if(GetAsyncKeyState(VK_RIGHT)){x++;} if(GetAsyncKeyState(VK_LEFT)){x++;} if(GetAsyncKeyState(VK_TAB)){z=1;} if(GetAsyncKeyState(VK_SPACE)){z=2;} if(GetAsyncKeyState(VK_SHIFT)){z=3;} return(0); } #endif // HEADER_H_INCLUDED
This code compiled, but thats a horrible way to use while loop.
You need to learn a lot buddy. -
In Topic: diffuse lighting error(Managed DirectX)
Posted 6 Feb 2012
float4 AmbientColor : Ambient < string UIName = "Ambient Color"; > = {0.8f, 0.8f, 0.8f, 1.0f}; float4 DiffuseColor : Diffuse < string UIName = "Diffuse Color"; > = {0.8f, 0.8f, 0.8f, 1.0f}; //float4 SpecularColor : Specular //< // string UIName = "Specular Color"; //> = {0.8f, 0.8f, 0.8f, 1.0f}; float4 light1Pos : POSITION < string UIName = "Light Position"; string Object = "PointLight"; string Space = "World"; int refID = 0; > = {0.0f, -1.0f, -1.0f, 0.0f}; float4 light1Color : LIGHTCOLOR < int LightRef = 0; > = { 1.0f, 1.0f, 1.0f, 0.0f }; //texture Diffuse :DiffuseMap < //string ResourceName = "";//Optional default file name //string UIName = "Diffuse Texture"; //string ResourceType = "2D"; //>; //texture NormalMap :NormalMap < //string ResourceName = "";//Optional default file name //string UIName = "Normal Texture"; //string ResourceType = "2D"; //>; /* texture SpecularMap :SpecularMap < string ResourceName = "";//Optional default file name string UIName = "Specular Texture"; string ResourceType = "2D"; >; sampler2D DiffuseSampler = sampler_state { Texture = <Diffuse>; MinFilter = Linear; MagFilter = Linear; MipFilter = Anisotropic; }; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Linear; MagFilter = Linear; MipFilter = Anisotropic; }; sampler2D SpecularMapSampler = sampler_state { Texture = <SpecularMap>; MinFilter = Linear; MagFilter = Linear; MipFilter = Anisotropic; }; */ float Glosiness < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 512.0; float UIStep = 1; string UIName = "Glosiness"; > = 0.5; float4x4 WorldViewProj : WorldViewProjection; //float4x4 viewInverse:ViewInverse; float4x4 World : World; float4x4 WorldInverseTranspose : WorldInverseTranspose; struct VSIN { float4 Pos :Position; float2 tex :TEXCOORD0; float3 normal :Normal; //float3 binormal:BINORMAL; //float3 tangent :TANGENT; }; struct VSOUT { float4 Pos :Position; float2 tex :TEXCOORD0; float3 normal :TEXCOORD1;/* float3 binormal:TEXCOORD2; float3 tangent :TEXCOORD3;*/ float3 lightVec:TEXCOORD4; //float3 eyeVec:TEXCOORD5; }; VSOUT VS(VSIN In) { VSOUT Out; Out.Pos=mul(In.Pos,WorldViewProj); Out.tex=In.tex; Out.normal=mul(In.normal,WorldViewProj).xyz; /* Out.binormal=mul(In.binormal,WorldInverseTranspose).xyz; Out.tangent=mul(In.tangent,WorldInverseTranspose).xyz;*/ float3 worldSpacePos = mul(In.Pos, World); //put the vertex in world space Out.lightVec = light1Pos - worldSpacePos; //Out.eyeVec=viewInverse[3]-worldSpacePos; return Out; } float4 mainPS(VSOUT In) : COLOR { //float4 ColorTexture=tex2D(DiffuseSampler,In.tex.xy); //float3 normal=tex2D(NormalMapSampler,In.tex)*2.0-1; //float4 SpecularTexture=tex2D(SpecularMapSampler,In.tex); float4 Ambient=AmbientColor; //float3 N=(normal.z*In.normal)+(normal.x*In.binormal)+(normal.y*In.tangent); float3 N=In.normal; N=normalize(N); float3 L=normalize(In.lightVec.xyz); //float3 V=normalize(In.eyeVec); float4 D=saturate(dot(N,L))*light1Color; float4 Diffuse=DiffuseColor*D; //float3 H=normalize(L+V); //float NdotH=saturate(dot(N,H)); //float gloss=Glosiness*SpecularTexture.a; //float SpecPower=pow(NdotH,gloss); //float4 Specular=SpecPower*SpecularColor*SpecularTexture; return Diffuse+Ambient;//+Specular; } technique technique0 { pass p0 { VertexShader = compile vs_3_0 VS(); ZEnable = true; //this enables sorting based on the Z buffer ZWriteEnable = true; //this writes the depth value to the Z buffer so other objects will sort correctly this this one CullMode = CW; //this enables backface culling. CW stands for clockwise. You can change it to CCW, or none if you want. AlphaBlendEnable = false; PixelShader = compile ps_3_0 mainPS(); } } -
In Topic: Shifting to another OS.
Posted 9 Sep 2011
So it would be stupidity. -
In Topic: Shifting to another OS.
Posted 9 Sep 2011
you mean to say that no software or game will work that i download for windows
My Information
- Member Title:
- D.I.C Regular
- Age:
- 21 years old
- Birthday:
- April 23, 1992
- Gender:
-
- Location:
- New Delhi/India
- Interests:
-
<<<<<<<<<<<<<<<<,,,,Gaming, Hacking,Game Hacking,Programming,electronics,computer hardware
eating,i dont sleep(i sleep on week ends),Music,
Movies(action+science fiction),,
and at last on T.V
1.History channel
Man moment and machine ,aushwitz ,tudors,boyz toyz
Dogfights
2.Discovery channel every thing>>>>>>>>>>>>>>>Fuck these things now i don't have time for them
time learn the basics of direct3d - Full Name:
- Prabh Jot
- Years Programming:
- 4
- Programming Languages:
-
C/C++
VB.NET
C#.net
LilleBit of VC++ and Java
php
html
Contact Information
- E-mail:
- Click here to e-mail me
- Website URL:
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http://
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sri Harsha
22 Apr 2010 - 06:57