Author Topic: 64-bit DirectX 11 - Part 2 - Mesh  (Read 1483 times)

felipe

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #15 on: May 31, 2018, 12:58:56 PM »
Looks nice Ascended, any sources to show?  :idea:
Felipe.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #16 on: May 31, 2018, 01:11:43 PM »
Thanks, if you want  :t

felipe

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #17 on: May 31, 2018, 01:23:35 PM »
Of course will be good to see some other ideas.  :idea:
Felipe.

daydreamer

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #18 on: May 31, 2018, 08:43:14 PM »
Hi Felipe,

The sources are part of my library and are only the routines for drawing text to the screen.

Hi Jochen,

I better had posted an other example to show the text example, this one was a testbed for an Xbox game controller. ( forgot it was not finished, this is why the message XInput.dll came up )

The quality of the text font is not great but very small ( 2 colors, 128 * 128 pixels ), I only use it for debugging.
For release applications I use multi colored very cool fonts using the exact same text routine.
Knowing uv is floats,mean you could use 4096x4096,maybe try make text with help of multitexture, one layer is front of text,bottom layer is a cool background,in-between layer has different color/pattern for isometric 3d part of text
Quote from Flashdance
Nick  :  When you give up your dream, you die.
*wears a flameproof asbestos suit*

Siekmanski

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #19 on: May 31, 2018, 09:43:59 PM »
Knowing uv is floats,mean you could use 4096x4096,maybe try make text with help of multitexture, one layer is front of text,bottom layer is a cool background,in-between layer has different color/pattern for isometric 3d part of text

Yeah.  :t

There are many ways and techniques to create cool text effects.
- mipmap text zoomers/rotators
- 2D/3D scrollers
- turn scrollers
- sine scrollers
- twister scrollers
- type writers
- etc.

The limit is your own creative imagination.

Maybe we can discuss how to create various effects?
Creative coders use backward thinking techniques as a strategy.

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #20 on: May 31, 2018, 10:48:40 PM »
Maybe we can discuss how to create various effects?
Looks like a brilliant idea.  :t

daydreamer

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #21 on: June 01, 2018, 02:14:43 AM »
Knowing uv is floats,mean you could use 4096x4096,maybe try make text with help of multitexture, one layer is front of text,bottom layer is a cool background,in-between layer has different color/pattern for isometric 3d part of text

Yeah.  :t

There are many ways and techniques to create cool text effects.
- mipmap text zoomers/rotators
- 2D/3D scrollers
- turn scrollers
- sine scrollers
- twister scrollers
- type writers
- etc.

The limit is your own creative imagination.

Maybe we can discuss how to create various effects?
this was a way to create a avatar,with masm oop,masmbox,aoa book(didnt get texture to work),but it turned out to big
http://masm32.com/board/index.php?topic=6842.0
possible also to create with help of coding physics code with some random factor
@ascended
sometimes its good to come back to a shelved Project,with new knowledge and new ideas
Quote from Flashdance
Nick  :  When you give up your dream, you die.
*wears a flameproof asbestos suit*

Siekmanski

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #22 on: June 01, 2018, 03:46:52 AM »
Pity it was too big
Would be a nice forum avatar.
Creative coders use backward thinking techniques as a strategy.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #23 on: June 01, 2018, 07:26:50 AM »
@ascended
sometimes its good to come back to a shelved Project,with new knowledge and new ideas

True, but there isn't much in DX11 that I don't know how to do. I have been coding with it for the past nine years.

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #24 on: June 01, 2018, 02:35:19 PM »
@ascended
sometimes its good to come back to a shelved Project,with new knowledge and new ideas

True, but there isn't much in DX11 that I don't know how to do. I have been coding with it for the past nine years.
So, you don't post source code because you don't have any source code to post or is  there another reason?  :badgrin:
Why are you posting useless images, is this an art gallery?

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #25 on: June 01, 2018, 04:20:39 PM »
So, you don't post source code because you don't have any source code to post or is  there another reason?  :badgrin:

You got me. My 4Kb executables were clearly done in C++.  :t


Why are you posting useless images, is this an art gallery?

Well isn't it? Coding is an art form in my opinion.

Come see me when you want to progress from wire frame cars, I personally don't think you have a hope in hell to be honest. I believe this is why you made it wire frame in the first place as you couldn't figure out how to change it from a solid white mass.  :eusa_clap:

You are struggling with the concept on how to do text for christ sake, so why would I offer source code to someone who has been arrogant and belittling to me since I started posting in this forum? Figure it out yourself ass hole...  :t

Your fledgling business has made you a cranky bastard.  :eusa_boohoo:

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #26 on: June 01, 2018, 04:33:07 PM »
You are the true con artist, @Ascend.  :badgrin:
You have not the faintest idea what programming is all about.

Quote
You are struggling with the concept on how to do text for christ sake,
Not struggling, I have done it. Are you waiting to know how, right?


Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #27 on: June 01, 2018, 04:33:57 PM »
You are the true con artist, @Ascend.  :badgrin:
You have not the faintest idea what programming is all about.

Yep, you got me.  :t

A con artist usually has an agenda. So I must be the worst con artist out there - ROFL.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #28 on: June 01, 2018, 04:42:32 PM »
You are the true con artist, @Ascend.  :badgrin:
You have not the faintest idea what programming is all about.

Yep, you got me.  :t

A con artist usually has an agenda. So I must be the worst con artist out there - ROFL.


Are you waiting to know how, right?

Oh yes, big time. I'd love to know how to add lighting to my meshes so they can look as good as the fake executable I posted two months ago.  :bgrin:

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #29 on: June 01, 2018, 04:44:25 PM »
You are the true con artist, @Ascend.  :badgrin:
You have not the faintest idea what programming is all about.

Yep, you got me.  :t

A con artist usually has an agenda. So I must be the worst con artist out there - ROFL.


Are you waiting to know how, right?

Oh yes, big time. I'd love to know how to add lighting to my meshes so they can look as good as the fake executable I posted two months ago.  :bgrin:


Have, fun jerking each other off. I have a game I need to ship.

https://steamcommunity.com/workshop/browse/?section=concepts&appid=765&browsesort=toprated&browsefilter=toprated&p=1

#13 All time highest rated Steam Concept - More con artistry, of course. :eusa_clap: