Archive | November 2014

Week of fail

Have been trying to get the DirectX 11 to work with visual studio. somehow I couldn’t open the #pragma comment (lib, “d3dx11.lib”). something I really need. I later fixed it but got another error,   LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup. Found the problem later on, had to change the subsystem in the properties. More than that, I just read up on the different functions I will be using in DirectX.

Also this week I tried to download  visual studio 2013, which was very hard. for some reason it stopped every 5 minute when I tried to download it. so had to sit there, and turn the download on every time -_-

More than that this week has been very slow, need to speed it up next week.

A-L-A

Programming III

Programming III

So this week I have been reading up on DirectX, how it works, and the usage of 3D. I have found out how you should do a 3D game when it comes to render it. DirectX use a Front buffer and a back buffer, swapping between them, because of monitors not being able to refresh as fast as needed for real-time rendering. “If another model were rendered to the GPU while the monitor was refreshing, the image displayed would be cut in two, the top portion containing the old image and the bottom portion containing the new.
This effect is called tearing.”( http://www.directxtutorial.com/Lesson.aspx?lessonid=11-4-1).

So to avoid this happening DirectX use a feature called swapping. It has two buffers, one that is showing the images on the monitor right know and the other one drawing the images that will be needed.

This is something I didn’t know about 3D games. It was  also fun creating a window, there was nothing in it, but it felt good to get the basics of how it works. Get to know all the basics is important, to be able to move on to the mysterious land of 3D programming.

I will continue to explore the land of the 3D programming, and I recommend looking up

http://www.directxtutorial.com/LessonList.aspx?listid=11

Anton L-A