I am looking to control an ROV by using either a PS4 controller or an Xbox 360 controller. I plan to do this by connecting the controller to a computer and then sending that to the ROV. A little background information on the project is, we have the controller up top, which sends it to the computer, and then we will send from the computer to an Arduino on the ROV via Ethernet.
I have learned that this is possible on the PS3 controller by using Processing because another team did it, but I am unfamiliar with that language and don't have a PS3 controller. However, I have a PS4 and Xbox 360 controller.
From what I have researched, SDL could be an option for this, but I am looking for advice from more experienced people than me.
My question got deleted by pissed mods, because it was "unrelated", but I asked the same. Anyway, I implemented my PS4 controller support with SFML like this. Other simple possibility would be SDL. XBox will be the same I guess. Have fun
Here some sample code..
sf::Joystick::update();
// Is joystick #0 connected?
m_bGamepadConnected = sf::Joystick::isConnected(0);
if(!m_bGamepadConnected) {
return;
}
// Does joystick #0 define a X axis?
m_bStickLX = sf::Joystick::hasAxis(0, sf::Joystick::X);
m_bStickLY = sf::Joystick::hasAxis(0, sf::Joystick::Y);
m_bStickRX = sf::Joystick::hasAxis(0, sf::Joystick::Z);
m_bStickRY = sf::Joystick::hasAxis(0, sf::Joystick::R);
m_bStickL2 = sf::Joystick::hasAxis(0, sf::Joystick::U);
m_bStickR2 = sf::Joystick::hasAxis(0, sf::Joystick::V);
m_tJoystick.start(5);
QObject::connect(&m_tJoystick, SIGNAL(timeout() ), this, SLOT(updateGamepad() ) );
And this may help you ..
sf::Joystick::update();
float fStickLX = 0;
float fStickLY = 0;
float fStickRX = 0;
float fStickRY = 0;
float fStickL2 = 0;
float fStickR2 = 0;
// What's the current position of the analog sticks
if(m_bStickLX) {
fStickLX = sf::Joystick::getAxisPosition(0, sf::Joystick::X) / 100;
}
if(m_bStickLY) {
fStickLY = sf::Joystick::getAxisPosition(0, sf::Joystick::Y) / 100;
}
if(m_bStickRX) {
fStickRX = sf::Joystick::getAxisPosition(0, sf::Joystick::Z) / 100;
}
if(m_bStickRY) {
fStickRY = sf::Joystick::getAxisPosition(0, sf::Joystick::R) / 100;
}
// R2 and L2
if(m_bStickL2) {
fStickL2 = sf::Joystick::getAxisPosition(0, sf::Joystick::U) + 100;
fStickL2 /= 200;
}
if(m_bStickR2) {
fStickR2 = sf::Joystick::getAxisPosition(0, sf::Joystick::V) + 100;
fStickR2 /= 200;
}
if(m_fStickLX != 0 || m_fStickLY != 0 || m_fStickRX != 0 || m_fStickRY != 0 || m_fStickL2 != fStickL2 || m_fStickR2 != fStickR2) {
m_bGamepadInUse = true;
} else {
m_bGamepadInUse = false;
}
m_fStickLX = fStickLX;
m_fStickLY = fStickLY;
m_fStickRX = fStickRX;
m_fStickRY = fStickRY;
m_fStickL2 = fStickL2;
m_fStickR2 = fStickR2;
m_bButLPressed = isButtonPressed(0, 0);
m_bButDPressed = isButtonPressed(0, 1);
m_bButRPressed = isButtonPressed(0, 2);
m_bButTPressed = isButtonPressed(0, 3);
//qDebug() << "m_bButDPressed pressed: " << m_bButDPressed;
static bool bArmToggle = false;
if(m_bButDPressed && !bArmToggle) {
m_bDeviceArmed = m_bDeviceArmed ? false : true;
bArmToggle = true;
qDebug() << "Device armed?: " << m_bDeviceArmed;
}
if(bArmToggle && !m_bButDPressed) {
bArmToggle = false;
}
Related
I'm making a game in GameMaker Studio 2, and I have a problem. When object turns to left or right, he was puching forward. But he has to be in the same position like the first time.
I tried to use this code:
/// #description vaksciojimas
// You can write your code in this editor
key_right = keyboard_check(vk_right);
key_left = keyboard_check(vk_left);
key_jump = keyboard_check_pressed(vk_space);
var move = key_right - key_left;
hsp = move * walksp;
vsp = vsp + grv;
if (place_meeting(x,y+1,obj_wall)) && (key_jump) {
vsp = -8;
}
//horizontaliai susiduria
if (place_meeting(x+hsp,y,obj_wall)) {
while (!place_meeting(x+sign(hsp),y,obj_wall)) {
x = x + sign(hsp);
}
hsp = 0;
}
x = x + hsp;
//vertikaliai susiduria
if (place_meeting(x,y+vsp,obj_wall)) {
while (!place_meeting(x,y+sign(vsp),obj_wall)) {
y = y + sign(vsp);
}
vsp = 0;
}
y = y + vsp;
//animacijos
if (!place_meeting(x,y+1,obj_wall)) {
sprite_index = sprite_jumping_player;
image_speed = 0;
if (sign(vsp) > 0){
image_index = 1;
}
else {
image_index = 0;
}
}
else {
image_speed = 1;
if (hsp == 0) {
sprite_index = sprite_player;
}
else {
sprite_index = sprite_runing_player;
}
}
if (hsp != 0) { // hsp = horizontal speed
image_xscale = sign(hsp);
}
When I do this, I was wathing this tutorial: https://www.youtube.com/watch?v=fCeyiEcWRAs&t=8s
From the looks of it, I think this has to do with the origin of the sprite.
With the origin, you're deciding where the center of the sprite is. At which point it should rotate/turn around ect.
You need to set the origin in the sprite itself (not the sprite editor, just the sprite image), because by default it's set on top-left. Setting it on middle-center is the usual method. The origin point appears as an "+" symbol.
I am trying to translate an old flash animation with animate. On the original flash animation the map image is draggable and zoomable but the map ´s borders always stick to the sides of the stage if you pan it or zoom it all the way.
On my test i grabbed some code that allows panning and zooming but the map crosses the stage boundaries if you pan all the way, in fact you can make the map dissapear of the stage.
I think there should be a way to draw like a secondary outer stage and not let the map image go beyond it.
This is the code I have.
var that = this;
var clickedX;
var clickedY;
var isDragging = false;
var friction = 0.85;
var speedX = 0;
var speedY = 0;
var mapOriginalX = this.map.x;
var mapOriginalY = this.map.y;
var mapNudge = 5;
var minScale = 0.25;
var maxScale = 3;
function onMouseWheel(e)
{
var delta;
if (e == window.event)
delta = -10 / window.event.wheelDeltaY;
else
delta = e.detail / 30;
var zoomFactor = delta;
scaleMap(zoomFactor);
}
function mouseDown(e)
{
clickedX = stage.mouseX;
clickedY = stage.mouseY;
isDragging = true;
console.log(stage.mouseX);
console.log(stage.mouseY);
}
function stageMouseUp(e)
{
isDragging = false;
}
function update(e)
{
if (isDragging)
{
speedX = stage.mouseX - clickedX;
speedY = stage.mouseY - clickedY;
}
speedX *= friction;
speedY *= friction;
// saber el tamaño actual del mapa en este punto.
that.map.x += speedX;
that.map.y += speedY;
console.log(that.map.y);
console.log(that.map.x);
clickedX = stage.mouseX;
clickedY = stage.mouseY;
//
}
function resetMap()
{
that.map.x = mapOriginalX;
that.map.y = mapOriginalY;
that.map.scaleX = that.map.scaleY = 1;
}
function zoomMap(e) //control visual
{
if (e.currentTarget == that.plusButton)
scaleMap(-0.1);
if (e.currentTarget == that.minusButton)
scaleMap(0.1);
}
function moveMap(e) //control visual
{
if (e.currentTarget == that.upButton)
speedY -= mapNudge;
else if (e.currentTarget == that.rightButton)
speedX += mapNudge;
else if (e.currentTarget == that.downButton)
speedY += mapNudge;
else if (e.currentTarget == that.leftButton)
speedX -= mapNudge;
}
function scaleMap(amount)
{
var map = that.map; // we will scale de map so this goes first.
map.scaleX -= amount; // same as map.scaleX = map.scaleX - amount
map.scaleY = map.scaleX;
if (map.scaleX < minScale)
map.scaleX = map.scaleY = minScale;
else if (map.scaleX > maxScale)
map.scaleX = map.scaleY = maxScale;
}
// listeners
this.map.on("mousedown", mouseDown.bind(this));
this.resetButton.on("click", resetMap.bind(this));
this.plusButton.on("click", zoomMap.bind(this));
this.minusButton.on("click", zoomMap.bind(this));
this.upButton.on("click", moveMap.bind(this));
this.rightButton.on("click", moveMap.bind(this));
this.downButton.on("click", moveMap.bind(this));
this.leftButton.on("click", moveMap.bind(this));
stage.on("stagemouseup", stageMouseUp.bind(this));
document.getElementById('canvas').addEventListener('mousewheel', onMouseWheel.bind(this));
document.getElementById('canvas').addEventListener('DOMMouseScroll', onMouseWheel.bind(this));
createjs.Ticker.addEventListener("tick", update.bind(this));
resetMap();
One trick I usually use is to create a "fence" procedure that checks bounds and corrects them. It will take some setup though.
To use this method, first set up these variables based on your own scene. Perhaps this is what you meant by defining a "second stage?"
var stageLeft = 0;
var stageRight = 500;
var stageTop = 0;
var stageBottom = 500;
this.map.setBounds(0,0,1462, 1047); // Set the values to match your map
var mapBounds = this.map.getBounds();
Then, add this procedure, or a variation of it based on how your map coordinates are set.
// procedure to correct the map x/y to fit the stage
function fenceMap() {
var map = that.map;
var ptTopLeft = map.localToGlobal(mapBounds.x,mapBounds.y);
var ptBotRight = map.localToGlobal(mapBounds.width,mapBounds.height);
if ((ptBotRight.x - ptTopLeft.x) > (stageRight-stageLeft)) {
if (ptTopLeft.x > stageLeft) {
map.x -= ptTopLeft.x - stageLeft;
speedX = 0;
} else if (ptBotRight.x < stageRight) {
map.x -= ptBotRight.x - stageRight;
speedX = 0;
}
}
if ((ptBotRight.y - ptTopLeft.y) > (stageBottom-stageTop)) {
if (ptTopLeft.y > stageTop) {
map.y -= ptTopLeft.y - stageTop;
speedY = 0;
} else if (ptBotRight.y < stageBottom) {
map.y -= ptBotRight.y - stageBottom;
speedY = 0;
}
}
}
Then, just add to the end of your update(), zoomMap(), moveMap(), and scaleMap() functions:
fenceMap();
I keep getting
Error #2006: The supplied index is out of bounds.
at flash.display::DisplayObjectContainer/getChildAt()
at Main/onFrame()
This is mostly referring to this part of my code
else if (comp) //if completion is true
{
var animation = char.getChildAt(2); //
if (animation.currentFrame == animation.totalFrames)
{
animation.stop();
addChild(end);
My animation that I am pulling at the second frame also isn't running at all, though I have checked the symbol and the frames within it, and it should work fine. I'm pretty new to code and this is what I have been taught so far.
This is the rest of my code here.
We are supposed to make a basic game where our character walks to a power up and does a power up animation, followed by an end game title.
package
{
import flash.display.MovieClip;
import fl.motion.easing.Back;
import flash.sampler.Sample;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Main extends MovieClip
{
var bg:Background;
var b:Bubbles;
var b2:Bubbles;
var s:Seaweed;
var pressingRight:Boolean = false;
var pressingLeft:Boolean = false;
var comp:Boolean = false;
var speed:int = 10;
var char:Character;
var pu:PowerUp;
var hit:hit1
var end:EndGame;
public function Main()
{
bg = new Background;
addChild(bg);
char = new Character();
addChild(char);
char.x = stage.stageWidth/2;
char.y = 488;
b = new Bubbles();
addChild(b);
b2 = new Bubbles();
addChild(b2);
b2.y = +b2.height;
s = new Seaweed();
addChild(s);
pu = new PowerUp();
addChild(pu);
pu.x = 200;
pu.y = 450;
pu.height = 50;
pu.scaleX = pu.scaleY;
pu.gotoAndStop("SPIN");
hit = new hit1;
addChild(hit);
hit.x = char.x
hit.y = char.y - 50
end = new EndGame();
end.x = stage.stageWidth/2;
end.y = stage.stageHeight/2;
stage.addEventListener(Event.ENTER_FRAME, onFrame);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
}//main()
public function onFrame(e:Event)
{
if (!comp)
//Bubble Movement
b.y -= 1;
b2.y -= 1;
if (b.y >= stage.stageHeight)
{
b.y = b2.y + bg.height;
}
else if (b2.y >= stage.stageHeight)
{
b2.y = b.y + b2.height;
}
//Background & Character Movement
if (pressingRight && char.x < stage.stageWidth/2)
{
char.x += speed * 0.4
}
else if (pressingRight == true && (bg.width + bg.x) > stage.stageWidth)
{
bg.x -= speed * 0.4;
s.x -= speed * 0.6;
pu.x -= speed * 0.4;
}
else if (pressingRight == true)
{
char.x += speed * 0.4;
}
if (pressingLeft == true && char.x > stage.stageWidth/2)
{
char.x -= speed * 0.4;
}
else if (pressingLeft == true && bg.x <0)
{
bg.x += speed * 0.4;
s.x += speed * 0.6;
pu.x += speed * 0.4;
}
else if (pressingLeft)
{
char.x -= speed * 0.4;
}
//Boundaries
if (char.x > stage.stageWidth)
{
char.x = stage.stageWidth;
}
else if (char.x < 0)
{
char.x = 0;
}
//Character Looking Directions
if (pressingLeft == true)
{
char.scaleX = -1;
hit.x = char.x
}
if (pressingRight == true)
{
char.scaleX = 1;
hit.x = char.x
}
//Character Movements
if (pressingRight || pressingLeft)
{
char.gotoAndStop("WALK");
}
else if (!pressingRight || !pressingLeft)
{
char.gotoAndStop("IDLE");
}
//Getting the Power up
if (pu.hitTestObject(hit))
{
char.gotoAndStop("POWER");
comp = true;
pu.gotoAndStop("GONE");
}
// !end
else if (comp) //if completion is true
{
var animation = char.getChildAt(2); //
if (animation.currentFrame == animation.totalFrames)
{
animation.stop();
addChild(end);
}
}//Comp
}//onFrame
public function keyPressed(k:KeyboardEvent)
{
if (k.keyCode == Keyboard.RIGHT)
{
pressingRight = true;
}
else if (k.keyCode == Keyboard.LEFT)
{
pressingLeft = true;
}
} // keyPressed()
public function keyReleased(k:KeyboardEvent)
{
if (k.keyCode == Keyboard.RIGHT)
{
pressingRight = false;
}
else if (k.keyCode == Keyboard.LEFT)
{
pressingLeft = false;
}
} // keyReleased()
}//public class()
}//package()
If you're using a language with zero-based indexing (where array indexes start at 0, not 1) Then this could be the problem.
Frame 1 would be at index [0] and frame 2 would be at index [1].
If you have 2 frames for example and try to access the frame at index[2] you are stepping beyond the bounds of your array and this is probably why you are getting that error message.
Is there an alternative for the getUserPixels method offered by OpenNI in the official Kinect SDK?
How would one implement this functionality with the official Kinect SDK?
The official Kinect for Windows SDK (v1.6) does not support a direct call, such as getUserPixels, to extract a player silhouette but does contain all the information necessary to do so.
You can see this in action, in different ways, by examining two of the examples available from the Kinect for Windows Developer Toolkit.
Basic Interactions-WPF: includes a function to create a simple silhouette of the user being tracked.
Green Screen (-WPF, or -D2D): shows how to perform background subtraction to produce a green screen effect. In this example the data from the RGB camera is superimposed over a image.
The two examples do this in different ways.
Basic Interactions will pull out a BitmapMask of from the depth data which corresponds to the requested player. This has the advantage of only showing tracked users; any object not thought to be a skeleton is ignored.
Green Screen does not look for a particular user, instead opting for motion. This gives the advantage silhouetting any moving object -- such as a ball being passed between two users.
I believe the "Basic Interactions" example will show you how you implement what you are looking for. You'll have to do the work yourself, but it is possible. For example, using the "Basic Interactions" example as a base I created a UserControl that generates a simple silhouette of the user being tracked...
When the skeleton frame is ready, I pull out the player index:
private void OnSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null && skeletonFrame.SkeletonArrayLength > 0)
{
if (_skeletons == null || _skeletons.Length != skeletonFrame.SkeletonArrayLength)
{
_skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
}
skeletonFrame.CopySkeletonDataTo(_skeletons);
// grab the tracked skeleton and set the playerIndex for use pulling
// the depth data out for the silhouette.
// NOTE: this assumes only a single tracked skeleton!
this.playerIndex = -1;
for (int i = 0; i < _skeletons.Length; i++)
{
if (_skeletons[i].TrackingState != SkeletonTrackingState.NotTracked)
{
this.playerIndex = i+1;
}
}
}
}
}
Then, when the next depth frame is ready, I pull out BitmapMask for the user that corresponds to playerIndex.
private void OnDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
convertedDepthBits[i32 + RedIndex] = 0x44;
convertedDepthBits[i32 + GreenIndex] = 0x23;
convertedDepthBits[i32 + BlueIndex] = 0x59;
convertedDepthBits[i32 + 3] = 0x66;
}
else if (player > 0)
{
convertedDepthBits[i32 + RedIndex] = 0xBC;
convertedDepthBits[i32 + GreenIndex] = 0xBE;
convertedDepthBits[i32 + BlueIndex] = 0xC0;
convertedDepthBits[i32 + 3] = 0x66;
}
else
{
convertedDepthBits[i32 + RedIndex] = 0x0;
convertedDepthBits[i32 + GreenIndex] = 0x0;
convertedDepthBits[i32 + BlueIndex] = 0x0;
convertedDepthBits[i32 + 3] = 0x0;
}
}
if (silhouette == null || haveNewFormat)
{
silhouette = new WriteableBitmap(
depthFrame.Width,
depthFrame.Height,
96,
96,
PixelFormats.Bgra32,
null);
SilhouetteImage.Source = silhouette;
}
silhouette.WritePixels(
new Int32Rect(0, 0, depthFrame.Width, depthFrame.Height),
convertedDepthBits,
depthFrame.Width * Bgra32BytesPerPixel,
0);
Silhouette = silhouette;
this.lastImageFormat = depthFrame.Format;
}
}
}
What I end up with is a purple silhouette of the user in a WriteableBitmap, which can be copied to an Image on the control or pulled and used elsewhere. Once you have the BitmapMask you could also map the data the color stream if you wanted a to actually see the RGB data that corresponds to that area.
You can adapt the code to simulate more closely the getUserPixels function if you like. The big part you'd be interested in would be, given a depth frame and a playerIndex:
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
// this pixel "belongs" to the user identified in "playerIndex"
}
else
{
// not the requested user
}
}
}
I have written a DirectX11 Application that is running on an Alienware Laptop with a GeForce GT 555m graphics card, so I know the computer supports it.
I have come across this weird thing were my laptop will turn of without any warning if it isn't plugged into power, however the application runs fine if it is plugged into power.
I have tried to replicate this with other DirectX11 Applications, including the Samples that come with DirectX however my application is the only one that does it, but I use very similar code to the Samples. I must be missing something but I don't know what.
This is my code to setup the SwapChain and the RenderTargetView
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
if(vsync) {
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
}
else {
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
if(fullscreen) {
swapChainDesc.Windowed = false;
}
else {
swapChainDesc.Windowed = true;
}
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = 0;
D3D_FEATURE_LEVEL featureLevels[4] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, };
if (FAILED(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, featureLevels, 4, D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &device, &featureLevel, &deviceContext))) {
if (!device) {
printf("Insanity Error: Failed To Create Direct3D Device\n");
}
if (!swapChain) {
printf("Insanity Error: Failed To Create Swap Chain\n");
}
return false;
}
else {
switch (featureLevel) {
case D3D_FEATURE_LEVEL_11_0:
printf("Insanity Info: Currently Using DirectX 11.0\n");
break;
case D3D_FEATURE_LEVEL_10_1:
printf("Insanity Info: Currently Using DirectX 10.1\n");
break;
case D3D_FEATURE_LEVEL_10_0:
printf("Insanity Info: Currently Using DirectX 10.0\n");
break;
case D3D_FEATURE_LEVEL_9_3:
printf("Insanity Info: Currently Using DirectX 9.3\n");
break;
default:
printf("Insanity Info: Graphics System Unknown\n");
break;
}
}
if (FAILED(swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr))) {
printf("Insanity Error: Faield To Find Back Buffer\n");
return false;
}
if (FAILED(device->CreateRenderTargetView(backBufferPtr, 0, &renderTargetView))) {
printf("Insanity Error: Failed To Create Render View Target\n");
return false;
}
backBufferPtr->Release();
backBufferPtr = 0;
And then this is my code to set up the DepthStencilState and the RasterState
ZeroMemory(&depthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
depthStencilDesc.DepthEnable = false;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
if (FAILED(device->CreateDepthStencilState(&depthStencilDesc, &depthDisableStencilState))) {
printf("Insanity Error: Failed To Create Depth State\n");
return false;
}
deviceContext->OMSetDepthStencilState(depthEnableStencilState, 1);
this->enableDepthTesting = true;
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = depthBufferDesc.Format;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
if (FAILED(device->CreateDepthStencilView(depthStencilBuffer, &depthStencilViewDesc, &depthStencilView))) {
printf("Insanity Error: Failed To Create Depth View\n");
return false;
}
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = true;
rasterDesc.SlopeScaledDepthBias = 0.0f;
if (FAILED(device->CreateRasterizerState(&rasterDesc, &rasterState))) {
printf("Insanity Error: Failed To Create Rasterizer State\n");
return false;
}
deviceContext->RSSetState(rasterState);
If any one has any ideas as to what could be going on please help!
Try using the reference device instead of your hardware device and see if the problem recurs. This should help isolate the driver from the code. When you create your device, instead use D3D_DRIVER_TYPE_REFERENCE.