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Thread: [RESOLVED] DirectX - Rotated Text?

  1. #1

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    Resolved [RESOLVED] DirectX - Rotated Text?

    Hi, does anybody have any idea how to draw rotated text with directx? I know how to just draw text using the "DrawText" function. In its syntax it doesn't have any place for angle and i don't see any other functions. Maybe if there isn't a simple function for drawing rotated text there could be another way? Like, what if on a picture box you would print your text and make a texture out of it, then draw the texture on rotated? ..... hopefully somebody knows.
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  2. #2
    Addicted Member Mikle's Avatar
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    Re: DirectX - Rotated Text?

    what if on a picture box you would print your text and make a texture out of it, then draw the texture on rotated?
    Yes, this is the first variant. The second variant - D3DXDrawText to RenderTarget texture, then render rotated quad with this texture.

  3. #3

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    Re: DirectX - Rotated Text?

    So, rotating the polygon and drawing the texture is a breeze. How would I go about making a a texture out of drawn text? Also, would I need to draw the text with DX or would Print or TextOut be enough?
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  4. #4
    Addicted Member Mikle's Avatar
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    Re: DirectX - Rotated Text?

    Example:
    Attached Files Attached Files

  5. #5

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    Re: DirectX - Rotated Text?

    The example is awesome, just what I need! I'm a newbie to DX and I'm trying to mix this in with other images. I modified the example so that it draws an image as well as the text. Now when I draw the text on last the whole screen is black and it's only the text. I must have messed up something in it but can't fix it. Maybe the problem is in the Initialization of DX. I'm also wondering how to make the texture transparent. In the example there was blue in the background and a black box around the text. More relevantly to my modified version is that I can't see the image behind the text. Is there a way to fix this? Thanks again for the help.

    Modified Example:
    Attached Files Attached Files
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  6. #6
    Addicted Member Mikle's Avatar
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    Re: DirectX - Rotated Text?

    New Example:
    Attached Files Attached Files

  7. #7

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    Re: DirectX - Rotated Text?

    Thanks so much for all your help. Now the image and the text are working together - the image casts a shadow on the text one way and the text draws on transparent over the image the other way. Examples are really the best to tinker with and discover what's happening.

    Now i just have a question of preference. In the example the unit was kindof weird. 0,0 was the center of the screen and the top left corner is about -2.5,-2.5. How could we change this so that it is working in pixels from the top left corner of the screen? One thing which would appeal to me(because i know it) would be if the texture could be made to be drawn like i drew my image in my example. I made that off of the examples made by JacobRoman which work in pixels. You were using matrices to rotate and some other stuff to position the text. How does that work? Thanks again.
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  8. #8
    Addicted Member Mikle's Avatar
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    Re: DirectX - Rotated Text?

    I removed the RHW and used an isometric projection matrix in order to be able to rotate images using matrices.
    Change this:
    Code:
    D3DXMatrixOrthoLH Mtrx, 5, ScaleHeight * 5 / ScaleWidth, 1, 10
    to this:
    Code:
    D3DXMatrixOrthoLH Mtrx, ScaleWidth, ScaleHeight, 1, 10
    Now all sizes in pixels.

  9. #9

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    Re: DirectX - Rotated Text?

    So... let me ask you a strait question. What is the difference between the way i'm drawing the image in the attached example and the way you're drawing the text? Why can't we have it so that the text texture can be drawn the same way? In the attached example i'm drawing text made in Photoshop, how can I make it so that the created text texture is drawn the same way?
    Attached Files Attached Files
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  10. #10

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    Re: DirectX - Rotated Text?

    Well anyway, the way it is right now I'm good to go. Thanks again for the help!
    Last edited by cheesebrother; Nov 16th, 2011 at 05:50 AM.
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  11. #11
    Addicted Member Mikle's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    In this example, a lot of mistakes. For example:
    wrong:
    Code:
    Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, True
    right:
    Code:
    Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, 1
    Because in VB6 True = -1
    On some video drivers can be buggy.
    Also, there are many superfluous:
    Specular, Color are not used,
    Texture Size - 20 * 400, but it creates a 256 * 256 with an unknown purpose.
    It was necessary to unite in Enum:
    Code:
    Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
    Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
    Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8
    Create_Polygon not needed inside the Render loop.
    If "Although the Unload statement located above exits the program, you will end up with an Automation error after doing so" then the program has a bug, use End - an attempt to hide it.
    On such programs should not be learn.
    I understand very little in English, tell me what is in the program, then you are missing.

  12. #12

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    Re: [RESOLVED] DirectX - Rotated Text?

    Those are some good things which you've pointed out (oops i forgot to fix the attached program ). I've taken out unesesary code and fixed all the problems. As to this i am not sure what you meant.

    It was necessary to unite in Enum:
    Code:
    Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
    Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
    Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8
    The reason why there's and END statement at the end of the program isn't to hide an error, it's so that the game loop will not run again. If you Rem it out and run the program, after closing the window the error will appear the next time the game loop tries to draw. We don't want to go there again so an END statement is inserted and the problem is solved!

    In fact I've actually come up with a solution for my problem. I was thinking to make the texture just "inside" the program but loading a file works fine. What I do is I draw text on a picturebox, save the image as a bmp, load it into a DX texture and delete the file. It isn't fast enough to make a texture every time the loop goes(by that i mean for more than one texture) but it can make 500 different textures in one second. This works well enough for me so i'm good to go.
    Attached Files Attached Files
    Hooked for good.

  13. #13
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    Re: [RESOLVED] DirectX - Rotated Text?

    Yea he got those from my tutorial:

    Code:
    Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
    Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
    Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8
    It's my personal style. And yea End did solve the problem cause if you comment out the End you would get an automation error. I know that there are many other people who tell me to avoid using End and that it's horrible and doesn't fully end the program when infact it does when combined with unload <form name here> no matter what Windows OS you use. If it ain't broke, don't fix it

  14. #14
    Addicted Member Mikle's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    The reason why there's and END statement at the end of the program isn't to hide an error, it's so that the game loop will not run again.
    This is because the main loop is organized with an error.
    Here I have corrected this error, but not correcting others:
    Code:
    Option Explicit
    
    Private Declare Function DeleteFile Lib "kernel32" Alias "DeleteFileA" (ByVal lpFileName As String) As Long
    
    'The 2D (Transformed and Lit) vertex format type.
    Private Type TLVERTEX
        x As Single
        y As Single
        Z As Single
        RHW As Single
        Color As Long
        Specular As Long
        TU As Single
        TV As Single
    End Type
    
    'Some color depth constants to help make the DX constants more readable.
    Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
    Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
    Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8
    
    'The 2D (Transformed and Lit) vertex format.
    Private Const FVF_TLVERTEX As Long = D3DFVF_XYZRHW Or D3DFVF_TEX1 Or D3DFVF_DIFFUSE Or D3DFVF_SPECULAR
    
    Private DirectX8 As DirectX8 'The master DirectX object.
    Private Direct3D As Direct3D8 'Controls all things 3D.
    Private Direct3D_Device As Direct3DDevice8 'Represents the hardware rendering.
    Private Direct3DX As D3DX8
    
    Private Running As Boolean 'Helps determine whether the main game loop is running.
    
    'This function will make it much easier to setup the vertices with the info it needs.
    Private Function Create_TLVertex(x As Single, y As Single, Z As Single, RHW As Single, Color As Long, Specular As Long, TU As Single, TV As Single) As TLVERTEX
        Create_TLVertex.x = x
        Create_TLVertex.y = y
        Create_TLVertex.Z = Z
        Create_TLVertex.RHW = RHW
        Create_TLVertex.Color = Color
        Create_TLVertex.Specular = Specular
        Create_TLVertex.TU = TU
        Create_TLVertex.TV = TV
    End Function
    
    Private Function DirectX_Initialize() As Boolean
    
        On Error GoTo Error_Handler
        
        Dim Display_Mode As D3DDISPLAYMODE 'Display mode desciption.
        Dim Direct3D_Window As D3DPRESENT_PARAMETERS 'Backbuffer and viewport description.
        
        Set DirectX8 = New DirectX8 'Creates the DirectX object.
        Set Direct3D = DirectX8.Direct3DCreate() 'Creates the Direct3D object using the DirectX object.
        Set Direct3DX = New D3DX8
        
        Direct3D.GetAdapterDisplayMode D3DADAPTER_DEFAULT, Display_Mode
        Direct3D_Window.Windowed = True 'The app will be in windowed mode.
        
        Direct3D_Window.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC 'Refresh when the monitor does.
        Direct3D_Window.BackBufferFormat = Display_Mode.Format 'Sets the format that was retrieved into the backbuffer.
        
        Set Direct3D_Device = Direct3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, frmMain.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, Direct3D_Window)
        
        Direct3D_Device.SetVertexShader FVF_TLVERTEX 'Set the type of vertex shading. (Required)
        
        'Sets up properties for transparency.
        Direct3D_Device.SetRenderState D3DRS_ALPHAREF, 255
        Direct3D_Device.SetRenderState D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL
        
        'These lines are not needed, but it's nice to be able to filter the
        'textures to make them look nicer.
        
        Direct3D_Device.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_POINT
        Direct3D_Device.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_POINT
    
        Exit Function
        
    Error_Handler:
        
        MsgBox "An error occured while initializing DirectX", vbCritical
        Close_Program
        DirectX_Initialize = False
    End Function
    
    Private Function Create_TextTexture(Text As String) As Direct3DTexture8
        picTxt.Width = picTxt.TextWidth(Text): picTxt.Height = picTxt.TextHeight(Text)
        
        picTxt.Cls
        picTxt.Print Text
        SavePicture picTxt.Image, App.Path & "\Junk.bmp"
        
        Dim File_Path As String, Width As Long, Height As Long, Transparency_Color As Long
        
        File_Path = App.Path & "\Junk.bmp"
        Transparency_Color = D3DColorRGBA(100, 100, 100, 255)
        
        Set Create_TextTexture = Direct3DX.CreateTextureFromFileEx(Direct3D_Device, File_Path, _
                                                        Width, Height, 0, 0, _
                                                        D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, _
                                                        D3DX_FILTER_POINT, D3DX_FILTER_POINT, _
                                                        Transparency_Color, ByVal 0, ByVal 0)
        DeleteFile App.Path & "\Junk.bmp"
    End Function
    
    Private Sub Game_Loop()
        Dim Vertex_List(3) As TLVERTEX, Num As Single, Cap As String
        Dim LastTime
        
        LastTime = Timer
        Do While Running = True
            
            DoEvents
    
            If Timer - LastTime > 0.05 Then
              LastTime = Timer
              Num = Num + 1
              If Num > 500 Then Num = 0
              Cap = "Numer = " & Num
            End If
            
            'Clears the backbuffer.
            Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 255, 0, 0), 1#, 0
                
                Direct3D_Device.BeginScene
                
                    Direct3D_Device.SetRenderState D3DRS_ALPHATESTENABLE, True
                    
                    Direct3D_Device.SetTexture 0, Create_TextTexture(Cap) 'Texture
    
                    With picTxt
                      Vertex_List(0) = Create_TLVertex(0, 1, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 0, 0)
                      Vertex_List(1) = Create_TLVertex(.TextWidth(Cap) + 1, 1, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 1, 0)
                      Vertex_List(2) = Create_TLVertex(0, .TextHeight(Cap), 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 0, 1)
                      Vertex_List(3) = Create_TLVertex(.TextWidth(Cap) + 1, .TextHeight(Cap), 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 1, 1)
                    End With
                    
                    Direct3D_Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List(0), Len(Vertex_List(0))
                
                Direct3D_Device.EndScene
            
            'Flips the backbuffer into the form window.
            Direct3D_Device.Present ByVal 0, ByVal 0, 0, ByVal 0
        Loop
        Close_Program
    End Sub
    
    Private Sub Close_Program()
    
        'Running = False 'This helps the program bail out of the game loop.
        
        'Unload all of the DirectX objects.
        Set Direct3DX = Nothing
        Set Direct3D_Device = Nothing
        Set Direct3D = Nothing
        Set DirectX8 = Nothing
        
        Unload Me 'Unload the form.
        'End
    End Sub
    
    Private Sub Form_Load()
        picTxt.BackColor = RGB(100, 100, 100)
    
        DirectX_Initialize 'Initializes DirectX and Direct3D.
    
        Running = True 'Initializations all set. It's now ok to activate the game loop.
        
        Me.Show
        
        Game_Loop
    End Sub
    
    Private Sub Form_QueryUnload(Cancel As Integer, UnloadMode As Integer)
      If Running Then Running = False: Cancel = 1
    End Sub
    
    Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
        If KeyCode = vbKeyEscape Then Close_Program
    End Sub
    Tell me the following questions:

    For what is given Transparency_Color, if it is nowhere in the picture is not found?
    Code:
    Transparency_Color = D3DColorRGBA(100, 100, 100, 255)
    For what is specified Color and Specular, if they are not used?

    What is inside the main loop every time the array is filled Vertex_List(), if it can be done once at initialization?
    Why use a very slow creation of textures, using a file, if I gave an example fast creation with GetDIBits?
    Also, write to the file causes an error when you run the program on a CD or flash drive with a blocked writing.

  15. #15
    Elite Hacker Jacob Roman's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    Yea speculars not needed. I mainly use that in my 3D apps. But forgot I had them in my DX tutorials 5 years ago o.O (whoops). However the Transparency_Color is definitely needed if you plan on using an image with a background color you want to be transparent. Like for example if the backgrounds black it'll eliminate it and only draw whats not black. And I found something even better than this

    vb Code:
    1. 'Sets up properties for transparency.
    2.     Direct3D_Device.SetRenderState D3DRS_ALPHAREF, 255
    3.     Direct3D_Device.SetRenderState D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL

    Instead I typically now use this:

    vb Code:
    1. Direct3D_Device.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_MODULATE
    2.     Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
    3.     Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE
    4.                    
    5.     Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
    6.     Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
    7.     Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE
    8.    
    9.     Direct3D_Device.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
    10.     Direct3D_Device.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
    11.     Direct3D_Device.SetRenderState D3DRS_BLENDOP, D3DBLENDOP_ADD

    with Direct3D_Device.SetRenderState D3DRS_ALPHATESTENABLE set the 0 or not use it at all cause it's no longer needed and use this instead:

    vb Code:
    1. Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, True

    Now it's not only is the background color eliminated, but you have total control over the alpha values now of your vertex colors of the polygons to control how see through your image is with 255 being completely opaque with a transparent background, and 0 being completely invisible! Any values in between will have that ghost effect. You can even make images fade away. It's pretty neat. If I didn't want an image to have a transparent background I wouldn't have that color selected to begin with. So if I were him I recommend this way.

  16. #16

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    Re: [RESOLVED] DirectX - Rotated Text?

    Yes that is a better way of exiting the main loop. I thought of an even simpler method - put the doevents at the end of the loop and it will run fine.

    What is inside the main loop every time the array is filled Vertex_List(), if it can be done once at initialization?
    Well this is a very basic example. In a game the text would be moving and/or (as i intended it) rotating.

    Why use a very slow creation of textures, using a file, if I gave an example fast creation with GetDIBits? Also, write to the file causes an error when you run the program on a CD or flash drive with a blocked writing.
    I would absolutely love to use your method!!! The problem is that using your example i have no clue of how to control where it's drawn. Look at these two examples:

    Code:
    D3DXMatrixLookAtLH Mtrx, vec3(0, 0, -5), vec3(0, 0, 0), vec3(0, 1, 0)
    Dev.SetTransform D3DTS_VIEW, Mtrx
    
    D3DXMatrixPerspectiveFovLH Mtrx, pi / 3, ScaleHeight / ScaleWidth, 1, 10
    Dev.SetTransform D3DTS_PROJECTION, Mtrx
    
    D3DXMatrixRotationZ Mtrx, Timer * 0.25
    Dev.SetTransform D3DTS_WORLD, Mtrx
    
    \\\\\\\\
    
    Vertex_List(0) = Create_TLVertex(0, 0, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 0, 0)
    Vertex_List(1) = Create_TLVertex(100, 0, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 1, 0)
    Vertex_List(2) = Create_TLVertex(0, 0, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 0, 1)
    Vertex_List(3) = Create_TLVertex(100, 0, 0, 1, D3DColorRGBA(255, 255, 255, 0), 0, 1, 1)
    Yours is using matrices and other methods of drawing while the other is simple. With the second one(the one i like a lot more) you can set the exact point(X, Y) in pixels, where each corner of the texture will be drawn. As far as i see it this gives the most simplicity and best control.

    I would be really happy if you remake your example so that instead of using matrices each corner of the text is specified in X and Y.
    Hooked for good.

  17. #17

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    Re: [RESOLVED] DirectX - Rotated Text?

    What if there was a way of doing by instead of making it straight from a file it was made using "CreateTextureFromFileInMemory" or "CreateTexture"? Although i think that Mikle was doing all the work in his example, it was just in another format or something.
    Hooked for good.

  18. #18
    Elite Hacker Jacob Roman's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    Yes his method of using the above code is only used in 3D, while my tutorials and your program is in 2D so the above code is not needed:

    Code:
    D3DXMatrixLookAtLH Mtrx, vec3(0, 0, -5), vec3(0, 0, 0), vec3(0, 1, 0)
    Dev.SetTransform D3DTS_VIEW, Mtrx
    
    D3DXMatrixPerspectiveFovLH Mtrx, pi / 3, ScaleHeight / ScaleWidth, 1, 10
    Dev.SetTransform D3DTS_PROJECTION, Mtrx
    
    D3DXMatrixRotationZ Mtrx, Timer * 0.25
    Dev.SetTransform D3DTS_WORLD, Mtrx
    Also I find CreateTextureFromFileEx to be the easiest method to simply load a texture prior to entering the game loop. Of all my years of programming in DirectX I never once had a problem loading from flash, burned cd/dvd, etc. As long as the textures are within the same directory as the exe/ide or within a \Graphics folder itll be fine. It's not slow loading the textures at all. I made games that loaded 100s of files and it loaded nearly instantly. That's cause I was doing it before I entered the main game loop and not during.

  19. #19
    Addicted Member Mikle's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    All coordinates - the standard pixel, you can instead:
    Code:
        D3DXMatrixTranslation Mtrx, 0, 0, 0     'Position
        Dev.SetTransform D3DTS_WORLD, Mtrx
        D3DXMatrixScaling Mtrx, ScaleWidth, ScaleHeight, 0 'Size
        Dev.MultiplyTransform D3DTS_WORLD, Mtrx
    leave only this:
    Code:
        D3DXMatrixIdentity Mtrx
        Dev.SetTransform D3DTS_WORLD, Mtrx
    Then have all the coordinates of the vertex set manually, but the matrices do it better.
    Attached Files Attached Files

  20. #20
    Addicted Member Mikle's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    Jacob Roman
    I mean, that will slowly create a texture for the text in each cycle while maintaining image to a file and loading the file into a texture. And this is what can cause an error when running from a CD.
    Upload a file immutable regular texture - this is normal.

  21. #21
    Elite Hacker Jacob Roman's Avatar
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    Re: [RESOLVED] DirectX - Rotated Text?

    Quote Originally Posted by Mikle View Post
    Jacob Roman
    I mean, that will slowly create a texture for the text in each cycle while maintaining image to a file and loading the file into a texture. And this is what can cause an error when running from a CD.
    Upload a file immutable regular texture - this is normal.
    Ahhhhh gotcha


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