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Automatically exported from code.google.com/p/nebula3
What steps will reproduce the problem?
1. D3D9Texture::Map()
2. D3D9Texture::Unmap()
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Nebula3 SDK Sep 2008
Please provide any additional information below.
this->GetD3D9Texture()->UnlockRect(mipLevel);
now the mapCount is not 0, so this->GetD3D9Texture() will assert
Original issue reported on code.google.com by [email protected]
on 14 Dec 2008 at 2:14
the DisplayMode's width & height is ought to the Window's client width &
height, instead of Window's width & height. Therefore, the render target
size is wrong, so the text/image is not so clear.
What version of the product are you using? On what operating system?
Nebula3 SDK Sep 2008
Please provide any additional information below.
//-------------------------------------------------------------------------
-----
/**
Open the application window.
*/
bool
Win32DisplayDevice::OpenWindow()
{
.......
// the rendering area is not the whole window
RECT rect;
GetClientRect(this->hWnd, &rect);
this->displayMode.SetWidth(rect.right);
this->displayMode.SetHeight(rect.bottom);
return true;
}
Original issue reported on code.google.com by [email protected]
on 14 Dec 2008 at 4:27
What steps will reproduce the problem?
1. In my case, I use Korean Windows whose code page for MBCS is 949.
2. just type on cmd shell: 'msbuild compile.msbuild'
3. I got many C4819 warning and other errors.
What is the expected output? What do you see instead?
no compile error expected :)
What version of the product are you using? On what operating system?
Windows Vista Ultimate x64 Korean Ed, Visual Studio 2005 SP1
Please provide any additional information below.
Please do not use any special characters
which is not compatible with ANSI or 7bit charset.
Original issue reported on code.google.com by [email protected]
on 11 Aug 2008 at 6:34
d3d9texture.cc, line 249
==============================================================
void
D3D9Texture::SetupFromD3D9VolumeTexture(IDirect3DVolumeTexture9* texVolume)
{
n_assert(0 != texVolume);
this->d3d9VolumeTexture = texVolume;
HRESULT hr = texVolume->QueryInterface(IID_IDirect3DBaseTexture9,
(void**) &this->d3d9VolumeTexture);
===============================================================
should changed to:
HRESULT hr = texVolume->QueryInterface(IID_IDirect3DBaseTexture9, (void**)
&this->d3d9BaseTexture);
Original issue reported on code.google.com by [email protected]
on 20 Sep 2008 at 6:07
What steps will reproduce the problem?
1. build a cue which has a distance attenuation with XACT(DXSDK's Tool)
2. Setup the N3's Audio System
3. Play that cue at a distance(the sound volume should be lower)
What is the expected output? What do you see instead?
at the start of playing, the sound effect has no distance attenuation, but
after about 0.1 second, this attenuation takes place.
What version of the product are you using? On what operating system?
Nebula3 SDK (Sep 2008), Microsoft DirectX SDK (March 2008)
Please provide any additional information below.
the 3d effect won't take place before xactEngine->DoWork(), so you should
update the engine when the cue starts playing:
Ptr<Cue>
AudioDeviceBase::PlayCue(const CueId& cueId, bool play, bool enable3D,
const Math::matrix44& transform, const Math::vector& velocity)
{
n_assert(this->IsOpen());
Ptr<SoundBank> soundBank;
IndexT cueIndex = this->FindCue(cueId, soundBank);
if (InvalidIndex != cueIndex)
{
// create and setup a new cue instance
Ptr<Cue> newCue = Cue::Create();
newCue->Setup(soundBank, cueIndex, play, enable3D);
this->activeCues.Append(newCue);
if (enable3D)
{
newCue->SetTransform(transform);
newCue->SetVelocity(velocity);
this->OnFrame();
}
return newCue;
}
else
{
n_error("PlayCue(): cue '%s' not found in any loaded sound bank!",
cueId.Value().AsCharPtr());
return Ptr<Cue>();
}
}
Original issue reported on code.google.com by [email protected]
on 29 Nov 2008 at 6:25
the "testrenderer.exe" will crash when it is running. this is because the
wrong format of the default rendertarget. I found the default pixel format
of the DisplayMode is InvalidPixelFormat, so I changed it to X8R8G8B8. Now
the example is running correctly.
/**
This constructor is suitable for windowed modes.
*/
inline
DisplayMode::DisplayMode(uint x, uint y, uint w, uint h) :
xPos(x),
yPos(y),
width(w),
height(h),
pixelFormat(PixelFormat::X8R8G8B8)
{
// empty
}
Original issue reported on code.google.com by [email protected]
on 31 Jul 2008 at 1:25
What steps will reproduce the problem?
1. compile a debug version of testviewer
2. connect a gamepad to the computer
3. run testviewer.debug.exe
What is the expected output? What do you see instead?
what rendering is not the same to the release version, and cannot operate
by mouse
What version of the product are you using? On what operating system?
Nebula3 SDK April 2009
Please provide any additional information below.
RenderApplication::RenderApplication() :
//time(0.0),
//frameTime(0.0),
quitRequested(false)
{
// empty
}
those two member variables were not inited!!!
Original issue reported on code.google.com by [email protected]
on 11 Aug 2009 at 2:46
in PSSMUtil::CalculateFrustumPoints
cameraNormWidth and cameraNormHeight are doubled, thus it makes so
humble tiny shadow.
thanks.
Original issue reported on code.google.com by [email protected]
on 26 Oct 2008 at 11:30
DisplayMode
D3D9DisplayDevice::ComputeAdjustedWindowRect()
{
...
AdjustWindowRect(&r, this->windowedStyle, 0);
...
}
and the position of the DisplayMode may be negative
Original issue reported on code.google.com by [email protected]
on 3 Aug 2009 at 1:11
I want to use n3 as the base library of a tool application, which is build
with MFC/CLR. But I have to change the code of Win32DisplayDevice to
render things in another window in MFC/CLR. The InputServer also do not
provide friendly interface to use child window's handle(HWND).
although i can edit the code by myself , i think n3 should have those
code, then someone can write many tools for n3. ^_^
Original issue reported on code.google.com by [email protected]
on 22 Nov 2008 at 2:49
What steps will reproduce the problem?
1. cd code
2. tclsh update.tcl
3. output:
:: GENERATING...
...
...
-> VS8.0: benchmarks_win32.benchmarkbase_win32.vcproj
-> VS8.0: benchmarks_win32.benchmarkfoundation_win32.vcproj
-> VS8.0: benchmarks_win32.benchmarkaddon_win32.vcproj
=> VS8.0: idlc.sln
ERROR: target 'idlc' not defined!
What is the expected output? What do you see instead?
no error expected.
What version of the product are you using? On what operating system?
Vista x64, VS2005 SP1, ActiveState ActiveTcl 8.5.3.0
Please provide any additional information below.
I don't know well about Tcl, I can't edit the generation script.
Please check this error message. Thanks.
Original issue reported on code.google.com by [email protected]
on 16 Aug 2008 at 8:15
What steps will reproduce the problem?
1. run testgame.exe
2. Win+L to lock Windows
3. the D3D9RenderDevice::Present() will fail
the n_assert will exit the program, so i change the code to:
=================================================================
if (0 != D3D9DisplayDevice::Instance()->GetHwnd())
{
HRESULT hr = this->d3d9Device->Present(NULL, NULL, 0, NULL);
n_assert(SUCCEEDED(hr) || D3DERR_DEVICELOST == hr);
}
=================================================================
but the num of device lost handlers is zero, so the Reset() would always
return FAIL! so it renders nothing.
=================================================================
else if (D3DERR_DEVICENOTRESET == hr)
{
// notify event handlers that the device was lost
this->NotifyEventHandlers(RenderEvent(RenderEvent::DeviceLost));
=================================================================
I switch to DEBUG version of DirectX, and get some information. I think
the the render target should recreate when the device is lost
Original issue reported on code.google.com by [email protected]
on 20 Sep 2008 at 6:01
What steps will reproduce the problem?
1. AudioPlayer::PlayWave3D()
What is the expected output? What do you see instead?
because the XACT does not support 3D wave, it only supports 3d cue...
What version of the product are you using? On what operating system?
Nebula3 SDK (Sep 2008)
Original issue reported on code.google.com by [email protected]
on 27 Nov 2008 at 1:39
What steps will reproduce the problem?
this method is not called by Close()
XACTAudioDevice::UnloadGlobalSettings()
What version of the product are you using? On what operating system?
Nebula3 SDK (Sep 2008)
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 25 Nov 2008 at 10:12
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