3d package where i can draw boxes
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D3D 3D Box - Draw Part |
19th March 2008, 03:44 PM | #1 |
Inferior Member Join Date: Mar 2008 Posts: 43 Reputation: 180 | D3D 3D Box - Draw Part Hello guys, i dont know if it is needed by anybody merely i searched effectually 1 whole twenty-four hours on the net for a 3D Box role and couldnt find information technology. Thats why i carried on with it myself and here are the results. Here is a picture, that you see which points you have to give to the Draw Role, i am not a pigment good but i think its possible to come across what i mean. And the following is the lawmaking which yous need for the depict function. If yous give the parameters correctly it should draw a 3D box around the parameters you give in . Code: //declaration stuff ID3DXLine *pLine; //Liner //here is the functions torso void Draw3DBox(float x_bottom_left, float y_bottom_left, float x_bottom_right, float y_bottom_right, bladder x_top_left, float y_top_left, float x_top_right, float y_top_right, float x_forward_bottom_left, float y_forward_bottom_left, float x_forward_bottom_right, float y_forward_bottom_right, bladder x_forward_top_left, float y_forward_top_left, float x_forward_top_right, float y_forward_top_right, int a, int r, int yard, int b) { if(!IsBadReadPtr(pLine, sizeof(ID3DXLine))) { D3DXVECTOR2 vLine1[ii]; D3DXVECTOR2 vLine2[two]; D3DXVECTOR2 vLine3[ii]; D3DXVECTOR2 vLine4[2]; D3DXVECTOR2 vLine5[2]; D3DXVECTOR2 vLine6[2]; D3DXVECTOR2 vLine7[ii]; D3DXVECTOR2 vLine8[2]; D3DXVECTOR2 vLine9[2]; D3DXVECTOR2 vLine10[2]; D3DXVECTOR2 vLine11[2]; D3DXVECTOR2 vLine12[2]; float t=one; pLine->SetWidth( t ); pLine->SetAntialias( false ); pLine->SetGLLines( false ); //bottom left to bottom right vLine1[0].10 = x_bottom_left; vLine1[0].y = y_bottom_left; vLine1[i].ten = x_bottom_left+(x_bottom_right-x_bottom_left); vLine1[one].y = y_bottom_left; //bottom left to height left vLine2[0].x = x_top_left; vLine2[0].y = y_top_left; vLine2[ane].x = x_top_left; vLine2[i].y = y_top_left+(y_bottom_left-y_top_left); //bottom right to top right vLine3[0].ten = x_top_right; vLine3[0].y = y_top_right; vLine3[1].x = x_top_right; vLine3[one].y = y_top_right+(y_bottom_right-y_top_right); //top left to summit right vLine4[0].10 = x_top_left; vLine4[0].y = y_top_left; vLine4[1].x = x_top_left+(x_top_right-x_top_left); vLine4[i].y = y_top_left; //from top left to peak left forward vLine5[0].10 = x_top_left; vLine5[0].y = y_top_left; vLine5[1].ten = x_top_left+(x_forward_top_left-x_top_left); vLine5[i].y = y_top_left+(y_forward_top_left-y_top_left); //from bottom left to bottom left forward vLine6[0].x = x_bottom_left; vLine6[0].y = y_bottom_left; vLine6[1].x = x_bottom_left+(x_forward_bottom_left-x_bottom_left);// vLine6[1].y = y_bottom_left+(y_forward_bottom_left-y_bottom_left);// //from lesser right to lesser right frontward vLine7[0].x = x_bottom_right; vLine7[0].y = y_bottom_right; vLine7[1].x = x_bottom_right+(x_forward_bottom_right-x_bottom_right);// vLine7[1].y = y_bottom_right+(y_forward_bottom_right-y_bottom_right);// //from top right to top right frontwards vLine8[0].x = x_top_right; vLine8[0].y = y_top_right; vLine8[1].x = x_top_right+(x_forward_top_right-x_top_right);// vLine8[1].y = y_top_right+(y_forward_top_right-y_top_right);// //lesser left frontwards to bottom correct forrard vLine9[0].10 = x_forward_bottom_left; vLine9[0].y = y_forward_bottom_left; vLine9[one].x = x_forward_bottom_left+(x_forward_bottom_right-x_forward_bottom_left); vLine9[i].y = y_forward_bottom_left; //bottom left forward to top left forward vLine10[0].x = x_forward_top_left; vLine10[0].y = y_forward_top_left; vLine10[1].x = x_forward_top_left; vLine10[ane].y = y_forward_top_left+(y_forward_bottom_left-y_forward_top_left); //lesser correct frontwards to top correct forrard vLine11[0].ten = x_forward_top_right; vLine11[0].y = y_forward_top_right; vLine11[ane].x = x_forward_top_right; vLine11[ane].y = y_forward_top_right+(y_forward_bottom_right-y_forward_top_right); //top left forward to pinnacle right forward vLine12[0].x = x_forward_top_left; vLine12[0].y = y_forward_top_left; vLine12[1].x = x_forward_top_left+(x_forward_top_right-x_forward_top_left); vLine12[1].y = y_forward_top_left; pLine->Begin( ); pLine->Draw( vLine1, 2, D3DCOLOR_ARGB(a, r, one thousand, b ) ); pLine->Draw( vLine2, 2, D3DCOLOR_ARGB(a, r, one thousand, b ) ); pLine->Draw( vLine3, 2, D3DCOLOR_ARGB(a, r, yard, b ) ); pLine->Describe( vLine4, two, D3DCOLOR_ARGB(a, r, yard, b ) ); pLine->Draw( vLine5, two, D3DCOLOR_ARGB(a, r, thou, b ) ); pLine->Draw( vLine6, 2, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->Describe( vLine7, two, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->Draw( vLine8, 2, D3DCOLOR_ARGB(a, r, thousand, b ) ); pLine->Draw( vLine9, two, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->Draw( vLine10, ii, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->Draw( vLine11, two, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->Depict( vLine12, 2, D3DCOLOR_ARGB(a, r, g, b ) ); pLine->End( ); } } //following you put in endscene for case: D3DXCreateLine(d3dDevice, &pLine ); //Create line (put that for example in endscene or whatever y'all hooked //and last but not to the lowest degree lets call our office: Draw3DBox( /*all parameters for example basic*/ ); Of cause its possible to use Vectors on that function simply i tried to go along it as uncomplicated equally i could. In the example there are questions, reply right here, |
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19th March 2008, 09:37 PM | #ii | |||||||||||
� Alkies Bitch � Join Date: Nov 2004 Posts: i,467 Reputation: 4255 Points: 21,028, Level: 20 Level up: fifteen%, 1,372 Points needed Action: 1.half dozen% | Nice job mate, Not much of a fan of D3D Myself, simply looks good. +Rep. __________________
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19th March 2008, 09:44 PM | #iii |
A Fable Join Engagement: Feb 2007 Posts: 262 Reputation: 372 | thanks for shareing this ima give information technology ago __________________ (\_/) |
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20th March 2008, 03:25 PM | #4 |
Inferior Fellow member Join Date: Mar 2008 Posts: 43 Reputation: 180 | Jep i try to give something dorsum of what i learned down here. One thing. Atm i give over the Basic for the Box. (Foots, Head, etc) But of cause information technology shakes if the enemy walk. Take anybody ideas how i could solve that? Of cause i want it to resize as farer the enemy is. Simply i try to avoid that shaking if the enemy walk. Maybe somebody has an idea which could help me alot =) |
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20th March 2008, 11:20 PM | #5 |
A Legend Join Date: Feb 2007 Posts: 262 Reputation: 372 | tried it out it works peachy itll be a slap-up addition to my non exsistent esp. __________________ (\_/) |
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21st March 2008, 01:24 AM | #6 |
Junior Member Join Date: Mar 2008 Posts: 43 Reputation: 180 | Overnice that you like it Which parameters you give to the function to stop shaking (like if you use foot for the bottom parts) |
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21st March 2008, 01:39 AM | #7 |
A Legend Join Date: Feb 2007 Posts: 262 Reputation: 372 | tried it out information technology works cracking itll be a great addition to my non exsistent esp. __________________ (\_/) |
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21st March 2008, 03:41 PM | #8 | |||||||||||
The Legendary Cheater Join Date: April 2005 Location: United States Posts: 531 Reputation: 32985 Points: 59,314, Level: 36 Level up: 17%, 3,086 Points needed Activity: ii.8% | what points do u guys have i cant seem to get it to work | |||||||||||
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21st March 2008, 04:34 PM | #9 |
Inferior Member Join Date: Mar 2008 Posts: 43 Reputation: 180 | Which points you have already? Use bones or something. At that place is a Eradicator source somewhere in the download section. That ane uses bones aswell, use that every bit a tip. |
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