I don't know if that's a fix. But could you try to create the IDirect3D9Device in Renderer::initDirect3D() function with D3DCREATE_SOFTWARE_VERTEXPROCESSING insead of D3DCREATE_HARDWARE_VERTEXPROCESSING. Just a guess right now.
Edit: There will be a check against Direct3D device caps in the next version of the sample to make sure the device is created with the correct flags and draw calls use the right amount of vertices per batch.
Last edited by Flowerew; 12-06-2010 at 09:54 AM.
Can you do me favor and take a screenshot of your device caps like this one: http://img405.imageshack.us/img405/9918/devcaps.png. The tool can be found in your DirectX SDK start menu entry. I hope it sheds some light on your issue.
finally managed to build the svn rev46, should i just remove this from loading ? i figure its not used anymore.. or am i doing something wrong again ? ^^
edit:Code:Load "wow-update-oldworld-13286.MPQ"Cannot open K:\WowI\Data\wow-update-oldworld-13286.MPQ libmpq__file_unpacked_size failed
after removing those lines and figuring out how to move around in wowmapper :P
orgrimmar http://img819.imageshack.us/img819/6472/31834797.jpg
nice work Flowerew : )
Last edited by QKdefus; 12-06-2010 at 01:15 PM.
Yeah my bad, I was in a little hurry and just did quick screen right before work was over. The HAL device is ofc the right one, but nonetheless, the updated sample will take actual hardware and its devcaps into account. Cheers
Haha, nice screen. Nice chat! you should use a release build though if you just want to parse data.
Last edited by Flowerew; 12-07-2010 at 06:07 AM.
I was on my mobile when he spammed that crap :P. I think I am missing the connection of how this fits into everything. It goes through the wow map files to prepare them for navmesh? Its early morning for me go easy on me! Great work so far flowerew.
It can be used for several things, but the main reason for people here is probably the extraction of WoW's geometry so it can be further processed by recast to generate a navmesh, which actually gives your bot a perception of the world surrounding it. Navigation is probably the most important part of a bot, which most if not all people who are writing bots will agree on. So it's a big part of the whole picture.
Does this create the obj files for the current version you uploaded?
Your assumption was correct. Well, even without that piece, great work! This is a portion of gaming I am completely unfamiliar with (rendering/maps/navmesh). It is very intriguing though. Keep up the good work.
thank you! well, thanks to you : P
was the first build so i think i forgot, went on to use release build after i came across a post mention the speed of the parser. quite an improvment vs debug build : )
anyways after looking around in the wowmapper world i noticed several "spikes" sort of, took a closer look and noticed its three's ?
but when i compared wow world to wowmapper it looks like a lot of three's are left out ? is that normal ?
one other thing if u look at the crane in top right corner i noticed its just a big block is this due to its an animated object? i noticed this at the front gate's of orgrimmar as well
probably not important, just thought id mention it : )
Last edited by QKdefus; 12-07-2010 at 10:58 AM.