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Point Sprite Error?

Started by Pactuul Dec 19, 2001 at 2:09 AM 4 replies 300+ views
Original Post
Pactuul
Pactuul
Well I did have a working particle engine going using directx 8.0 point sprites...I''ve rewrote the thing to use in directx 8.1 (not much changed actually) Well the problem it seems is that it renders all the particles at the right spot and everything but the sprites are stretched all in one direction to infinitity...So I thought well that looks like something in the vertex buffer is reading out of bounds...but it''s all legit as far as i can. As anyone come across this problem before these things? Pactuul
-Pac "The thing I like about friends in my classes is that they can't access my private members directly." "When listening to some one tell about their problem (whether it's code or not), don't listen to what went right or wrong, but what they assumed....."
Pactuul
Pactuul
bump !

man do I have to ask a easy question?

uhhh: "How do you make a normal to plane in directx?"

hehe

-Pac "The thing I like about friends in my classes is that they can't access my private members directly." "When listening to some one tell about their problem (whether it's code or not), don't listen to what went right or wrong, but what they assumed....."
jollyjeffers
jollyjeffers
aX+bY+cZ+d=0 is the plane equation, if I''m correct, a-b-c are the x,y,z cross product values for the triangle/point/whatver that the plane was generated from... so just normalise them and you''ll get the normal...

if that''s not mathematically sound, I know I can generate a plane with that equation (from a triangle) making [a,b,c]=[x,y,z] of the cross product (and d=-DP(cross,v0) )

as for the psprites, never had that problem.

hth
Jack;
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
Pactuul
Pactuul
Yeah I the pointsprites use the same technique to generate them. and you can adjust a, b, and c to get different effects and sizes, but it still does the strewing out to infinity thing.

I then thought it was my viewport or something, but that''s correct also... arrggh very irritating problem.
-Pac "The thing I like about friends in my classes is that they can't access my private members directly." "When listening to some one tell about their problem (whether it's code or not), don't listen to what went right or wrong, but what they assumed....."
Pactuul
Pactuul
Ok when I run this thing in REF mode, it slow, but it runs correctly, when i switch it back to HAL it''s big particles again....I''m GOING INSANE....
-Pac "The thing I like about friends in my classes is that they can't access my private members directly." "When listening to some one tell about their problem (whether it's code or not), don't listen to what went right or wrong, but what they assumed....."
Pactuul
Pactuul
Ok I found the problem.....
Thank GOD...

The structure for my Point was off..I had a pointsize variable that it was reading wrong, I fixed that and now it works!
-Pac "The thing I like about friends in my classes is that they can't access my private members directly." "When listening to some one tell about their problem (whether it's code or not), don't listen to what went right or wrong, but what they assumed....."

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