Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Coco

Pages: 1 23
1
The Flood / Knife nuts get in here
« on: December 18, 2016, 10:53:51 AM »
My dad collects knives, and I wanted to get him one for Christmas.  Need to find something online, but have no clue what's considered a good "gift knife".
Looking to spend around $100.

Pls halp.

2
Gaming / Assassins Creed 3 PC is free today
« on: December 07, 2016, 07:45:24 PM »
Log into Uplay and hit the "Ubi 30" tab at the top to get a free copy of AC3 and step into the boots of a man with the emotional capacity of a wet brick.

3
The Flood / Been a while since I've done any 3D modelling
« on: September 19, 2016, 10:29:53 PM »
Blog thread, but am open to criticism.  I'll be updating whenever I feel like working on this.

Progress of my newest project:



With lighting + global illumination:

It's the silver sword from the Witcher 3 intro.  It's at around 800 polys, which I haven't tried to reduce yet.  I still need to add the engraving and touch up a lot of the edges.

I plan on making the sword really detailed, and then work on a cartoonish Geralt and dumb the sword down from there.

4
The Flood / Lateral thinking puzzles
« on: July 09, 2016, 09:58:10 PM »
So I thought this'd make a decent forum-game.  Lateral thinking puzzles involve figuring out a scenario based on the vague/insufficient information that I provide.

To start:

Quote
A bell rings
A man dies
A bell rings

Try to figure out what I'm talking about.  I'll answer any yes/no questions related to the topic and let you know if you guess the scenario correctly.

5
Gaming / Morphies Law
« on: June 17, 2016, 06:36:10 PM »
YouTube


A first person shooter where parts of your character grow and shrink based off of where you shoot people and get hit.  Beautiful.

6
Gaming / GET FUCKING READY, GUYS
« on: February 13, 2016, 06:56:10 PM »

7
The Flood / There's a programming language based off Trump
« on: January 21, 2016, 09:38:39 PM »


TrumpScript is a Python varient based off of the rhetorical tactics of Donald Trump.

From the TS github page:

Quote
No floating point numbers, only integers. America never does anything halfway.

All numbers must be strictly greater than 1 million. The small stuff is inconsequential to us.

There are no import statements allowed. All code has to be home-grown and American made.

Instead of True and False, we have fact and lie.

Only the most popular English words, Trump's favorite words, and current politician names can be used as variable names.

Error messages are mostly quotes directly taken from Trump himself.

All programs must end with "America is great."

Our language will automatically correct Forbes' $4.5B to $10B.

In its raw form, TrumpScript is not compatible with Windows, because Trump isn't the type of guy to believe in PC.

The language is completely case insensitive.

Some operations, functions, etc... are also replaced with basic english.  Ex:
Code: [Select]
Make America great assigns the value "great" to the variable "America"

This is valid code:


8
Gaming / Let's make a game.
« on: January 13, 2016, 03:28:43 PM »

So I'm going to be spending a few days learning about how the Unreal engine works.  Thought I could use the opportunity to program an incredibly stupid game with the community. 

Note that I'm not going to have as much time when my semester starts, and I'm not a talented 3D artist.

Would that interest any of you, though?  If so, post suggestions.

9
Gaming / Watch_Dogs for GTA V
« on: January 12, 2016, 02:42:24 AM »
YouTube


JulioNIB created this mod for GTA V PC, which adds the Watch_Dogs mechanics to it.  It's pretty impressive.

Here's the download.

10
Gaming / Holy shit this easter egg (BF4)
« on: December 23, 2015, 02:09:58 PM »
So there's this extremely tedious easter egg on the new map for BF4, which will get you the DICE LA camo.  It involves deciphering a bunch of morse code, finding random buttons, and dicking around in public servers.

YouTube

11
Gaming / Anyone want a copy of the DMC Reboot? (PC)
« on: October 13, 2015, 02:22:53 PM »
Bought the latest Humble Bundle, and have an extra copy of DMC.  Anyone want it?

12
The Flood / Which one of you was on Rocket League tonight?
« on: September 16, 2015, 01:05:13 AM »

13
Gaming / I'm garbo at MGS V
« on: September 14, 2015, 10:08:32 PM »
Spoilers ahead.  I'm just going to be blogging my laughable MGS progress throughout this thread.

So books weren't expensive this year, and saving isn't a thing, so I decided to get MGS V.  My background is playing Snake Eater and most of Twin Snakes something like 8 years ago, and bum-rushing through most of Snake Eater again last summer.

So after playing Mission 8 (?), where I have to intercept tanks, I got the feeling I wasn't exactly doing something right.  It took 16 C4 charges, and like an hour, to murder the tanks.

I have my dev team at level 5 or 6 or something, and I'm getting the impression that they should be drastically higher by this point, because I couldn't craft a better fulton, or anything that makes a bigger boom.  Should I be fulton-lifting everything in sight?  Because, I've been doing missions by taking out as few people as possible, and hiding the ones that I do.

So to all the MGS fanboys, have any general tips that might help in the long run?

14
The Flood / I've decided to retire the Cocos username
« on: September 04, 2015, 06:59:46 PM »
For the better.

15
Gaming / Which one of you sperglords is this?
« on: July 27, 2015, 11:30:31 PM »
YouTube


I could really use some surfing tips.

16
The Flood / Happy Prime Day
« on: July 15, 2015, 05:04:33 PM »


I'm saving big time.  Anyone else?

17
Gaming / Halo 5 Warzone gameplay
« on: June 16, 2015, 09:44:11 PM »
If this is already in a thread, deal with it.

YouTube


YouTube


It's looking pretty sweet.
Some Notes
-Loadouts are back ( :/ ), but they're tied to a "currency" system based on performance, so not too bad.
-There's an in-game leveling system: everyone starts at 1, and performing better levels you up, allowing you to buy better items with energy, that looks like it fills over time

-Along with the enemy AI, there are also Red and Blue marines
-The AI fights, and interact with you (capping bases, and they even sometimes wave at you)
-There are bosses, in the form of Elite generals, mini-Didact guys, Banshee bullet sponges, etc...
-Capture bases, like in Battlefield's Conquest mode
-There's requisition stations, where you can purchase guns and vehicles while alive
-Forerunner turret, called the Splinter Turret: kinda like a missile pod, without lock-on
-The Mantis can do little evade-jumps

18
Gaming / Gears beta, anyone?
« on: June 15, 2015, 09:35:29 PM »
Just finished downloading.  Gonna get a game in now.  Who wants to play sometime this week?

19
Gaming / Some leaked H5 stuff
« on: June 10, 2015, 05:23:38 PM »
Posted on Team Beyond.

Spoiler
Quote
  • Incineration Cannon is back and has changed compared to Halo 4. players can charge up a shot and the longer you charge, the more powerful it is. Battery based rather than ammo based.
  • railgun is back from Halo 4 and works almost identically - could hold up to 11 shots
  • Overshield was present had some weird screen effect when you picked it up - looked like a bug
  • boltshot is here but doesn't work like halo 4 - no shotgun fire mode. fires two shots at once and sort of tracks players
  • suppressor is back and fires a lot slower
  • blue outline on weapons was in the build
  • killcams were disabled in the build, could spectate players while you were dead
  • br spread was near-gone - fired so fast
  • spartan chatter was reduced hugely, less pointless callouts
  • spartan bro moments cut down. game ending segment is just your spartans walking towards the screen, no more highfives and shit
  • killfeed modified to be like this: "PLAYER NAME" "WEAPON KILLED WITH" "PLAYER NAME"
  • pistol RoF is modified to be slower but is a lot more powerful - competes with AR and BR
  • ground pound is harder to use, radius is tiny
  • overshield was bugged, my shields said i constantly had it even after death






20
The Flood / This grill started texting me
« on: June 06, 2015, 08:08:07 PM »
>Around 2 weeks ago, get random text from cute grill who was friends with my old roommate
>”Lets hang out sometime, anon”
>Lolwut.docx
>Take her out to lunch by the lake.  Bitches love scenery
>Out on the waterfront, just me and her
>Only got coffee, but we sat there forever and just talked and watched the view
>Every fiber of my being wants to get some dank cuddles, but I take her home
>After I get home, I text her and see if she wants to do something the next day
>She must have taken it weird, because it took like 5 days to get a response
>”You should read the first letter on each line”

I think I blew it.

21
Gaming / Building a gaming PC for a friend
« on: May 21, 2015, 02:31:58 PM »
How does it look?  He wants one around $1000, not including the peripherals.

http://pcpartpicker.com/p/qF6vFT


Ignore the overpriced case and keyboard.  That's his choice, not mine.
I'm about to tell him to buy the mobo (which I'm thinking I could find something a bit cheaper) and the CPU within the next week.

22
Gaming / Sexy image of Blue Team in H5
« on: April 28, 2015, 04:21:58 PM »
Has this been posted yet?



I think Fred and Linda (?) have retarded looking helmets, but the overall team looks pretty badass.

23
The Flood / More DirectX teapots
« on: April 05, 2015, 09:50:57 PM »
Don't expect anyone to care, but I don't care because I spent the last 10 hours or so figuring out how to blend texture mapping, normal mapping, and environment-map (skybox) reflections in one HLSL Phong shader, plus getting it all to work in DirectX, and it all finally works.

The texture and normal are usually used for floors, but oh well.

Texture mapping + cube-mapped reflections



Normal mapping (a little overkill)



Compared to last time, where I had

So the gibberish for the shader looks something like:
Code: [Select]
struct Mtrl
{
float4 ambient;
float4 diffuse;
float4 spec;
float  specPower;
};

struct DirLight
{
float4 ambient;
float4 diffuse;
float4 spec;
float3 dirW; 
};

uniform extern float4x4 gWorld;
uniform extern float4x4 gWorldInv;
uniform extern float4x4 gWorldInvTrans;
uniform extern float4x4 gWVP;
uniform extern Mtrl     gMtrl;
uniform extern DirLight gLight;
uniform extern float3   gEyePosW;
uniform extern texture  gTex;
uniform extern texture  gEnvMap;
uniform extern texture  gNormalMap;

uniform extern float gReflectivity;
uniform extern float gNormalPower;
uniform extern float gTexBlend;


sampler TexS = sampler_state
{
Texture = <gTex>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

sampler NormalMapS = sampler_state
{
Texture = <gNormalMap>;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 8;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

sampler EnvMapS = sampler_state
{
Texture = <gEnvMap>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU  = WRAP;
    AddressV  = WRAP;
};

struct OutputVS
{
float4 posH      : POSITION0;
    float3 toEyeT    : TEXCOORD0;
    float3 lightDirT : TEXCOORD1;
    float2 tex0      : TEXCOORD2;
float3 normalW : TEXCOORD3;
float3 toEyeW : TEXCOORD4;
};

OutputVS PhongEnvNMVS( float3 posL : POSITION0,
float3 normalL : NORMAL0,
float3 tangentL : TANGENT0,
float3 binormalL : BINORMAL0,
float2 tex0 : TEXCOORD0)
{
    // Zero out the output.
OutputVS outVS = (OutputVS)0;

////////////////////////// TANGENT SPACE CALCULATIONS:
// Build Tangent Binormal-basis.
float3x3 TBN;
TBN[0] = tangentL;
TBN[1] = binormalL;
TBN[2] = normalL;

// Transform matrix from object space to tangent space
float3x3 toTangentSpace = transpose(TBN);
// Transform eye position to local space.
float3 eyePosL = mul(float4(gEyePosW, 1.0f), gWorldInv);
// Transform to-eye vector to tangent space.
float3 toEyeL = eyePosL - posL;
// Transform light direction to tangent space.
outVS.toEyeT = mul(toEyeL, toTangentSpace);
///////////////////////////////////////////////////////

float3 lightDirL = mul(float4(gLight.dirW, 0.0f), gWorldInv).xyz;
outVS.lightDirT  = mul(lightDirL, toTangentSpace);

// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f), gWVP);

// Pass texture coordinates to be interpolated during rasterization.
outVS.tex0 = tex0;
outVS.normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz;
float3 posW  = mul(float4(posL, 1.0f), gWorld).xyz;
outVS.toEyeW = gEyePosW - posW;

    return outVS;
}

float4 PhongEnvNMPS( float3 toEyeT    : TEXCOORD0,
float3 lightDirT : TEXCOORD1,
float2 tex0      : TEXCOORD2,
float3 normalW : TEXCOORD3,
float3 toEyeW : TEXCOORD4) : COLOR
{
// Normalize, because interpolated normals can warp
toEyeT    = normalize(toEyeT);
lightDirT = normalize(lightDirT);
normalW = normalize(normalW);
toEyeW  = normalize(toEyeW);

// Light vector is opposite the direction of the light.
float3 lightVecT = -lightDirT;
// Sample normal map.
float3 normalT = tex2D(NormalMapS, tex0);
// Expand from [0, 1] compressed interval to true [-1, 1] interval.
    normalT = (2.0f*normalT - 1.0f) * gNormalPower;
// Make it a unit vector.
normalT = normalize(normalT);

//Compute the normal reflection vector
float rN = reflect(-lightVecT, normalT);
// Determine the diffuse light intensity that strikes the vertex.
float tN  = pow(max(dot(rN, toEyeT), 0.0f), gMtrl.specPower);
float sN = max(dot(lightVecT, normalT), 0.0f);

// If the diffuse light intensity is low, kill the specular lighting term.
// It doesn't look right to add specular light when the surface receives
// little diffuse light.
if(sN <= 0.0f)
     tN = 0.0f;

// Sample the environment map and get the reflected color + add the normal component to it
float3 envMapTex = reflect(-toEyeW, normalW) + (normalT*gNormalPower);
float3 reflectedColor = texCUBE(EnvMapS, envMapTex);

// Light vector is opposite the direction of the light.
float3 lightVecW = -gLight.dirW;
// Compute the reflection vector.
float3 r = reflect(-lightVecW, normalW);
// Determine how much (if any) specular light makes it into the eye.
float t = pow(max(dot(r, toEyeW), 0.0f), gMtrl.specPower);
float s = max(dot(lightVecW, normalW), 0.0f);


// Get the texture color, and multiply it by how blended it should be.
float4 texColor = tex2D(TexS, tex0) * gTexBlend;

// Weighted average between the reflected color, and usual
// diffuse/ambient material color modulated with the texture color.
float3 ambientMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.ambient*texColor);
float3 diffuseMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.diffuse*texColor);

// Compute the ambient, diffuse and specular terms separately.
float3 spec = tN*(gMtrl.spec*gLight.spec).rgb;
float3 diffuse = sN*(diffuseMtrl*gLight.diffuse.rgb);
float3 ambient = ambientMtrl*gLight.ambient;

// Compute the final color: ambient + diffuse + specular:
float3 final = (ambient + diffuse)*texColor.rgb + spec;

// Output the color and the alpha.
    return float4(final, gMtrl.diffuse.a*texColor.a);
}

technique PhongEnvNMTech
{
    pass P0
    {
        // Specify the vertex and pixel shader associated with this pass.
        vertexShader = compile vs_2_0 PhongEnvNMVS();
        pixelShader  = compile ps_2_0 PhongEnvNMPS();
    }
}

24
The Flood / Why do Bnet kids RP bar scenes?
« on: March 28, 2015, 02:13:06 PM »
This isn't the first time I've seen this.  That shit's stupid as fuck.  Is it for people who aren't outgoing/old enough to experience a real bar or something?  That cringeworthyness is on par with roleplaying in Density.

25
Gaming / GwG April
« on: March 26, 2015, 11:00:53 AM »
I saw a thread talking about MS' plan to release 6 games next month, but didn't see anyone say what they were going to be.  I believe they were announced today:

Xbone:

Pool Nation FX
Child of Light

Xbox 360:

GoW Judgment
Terraria
AC IV: Black Flag (second half of April)
Army of Two: The Devils Cartel (second half of April)


I'm pretty pleased by this.  I was a pretty big GoW fan, but didn't ever want to buy Judgment.  Child of Light also seems pretty decent.

26
The Flood / Just remember...
« on: March 25, 2015, 09:35:42 AM »
...no one on B.net will take you seriously if you don't have the grimoire to back yourself up.


27
Gaming / More Project Ukelele shown off
« on: March 14, 2015, 12:25:01 PM »
Not too long ago, I made a thread about Playtonic Games, a team of former Rareware employees (back when it was good), who want to make a spiritual successor to Banjo Kazooie.  Well, they've shown off more recently:





-Grant Kirkhope, the original Banjo Kazooie composer, will be working on this.
-They will be launching a Kickstarter in May
-It will be a 3D platformer with the same humor and audience of BK, so don't expect anything like Conker.
-Planned to be on PC, but want to bring it to other platforms
-They mentioned the collectibles in Donkey Kong 64, and noted that they want collectibles to mean something
-Said the protagonists are hidden somewhere in these 2 pictures

28
Gaming / Titanfall is 1 year old today
« on: March 11, 2015, 01:05:20 PM »
And if any of you are still playing it for god knows what reason, you can pick up the season pass for free on Xbox and PC.

29
Gaming / New Pokemon game announced
« on: February 28, 2015, 04:40:06 PM »


:^)

30
The Flood / Awwww yiss
« on: February 28, 2015, 01:49:34 PM »


Got dat fine ass Gouraud shading implemented.  Working on Phong.  Thought I'd share.  Anyone ever toy around with DirectX before?  This shit is confusing as fuck, and it's as if DX9 has no documentation.

Code: [Select]
#pragma once
#include "d3dApp.h"
//=============================================================================
class BaseMaterial
{
protected:
    ID3DXEffect*        mEffect;               // the shader associate effect file

D3DXHANDLE mTech;

    //——-- Material Parameters ——-
    D3DXMATRIX          mWorldMat;
    D3DXMATRIX          mViewProjectionMat;

//——— Colors ———--
D3DXCOLOR mAmbientColor;
D3DXCOLOR mDiffuseColor;
D3DXCOLOR mSpecularColor;

float     m_Shininess;            // specualr power

//——— Lights ———--

D3DXCOLOR mAmbientLightColor;
D3DXCOLOR mDiffuseLightColor;
D3DXCOLOR mSpecularLightColor;

D3DXCOLOR mAttenuation;

    //———- Shader Handles ———-
    // Generic shader handles
    D3DXHANDLE          mWorldMatHandle;   
D3DXHANDLE          mViewProjectionMatHandle;
D3DXHANDLE mWorldInvTransHandle;

    D3DXHANDLE          mLightPosWHandle;       // Position (spot/point) / Direction (directional)
    D3DXHANDLE          mViewerPosWHandle;

    // Material specific shader handles
D3DXHANDLE mAmbientColHandle;
    D3DXHANDLE          mDIffuseColHandle;   
    D3DXHANDLE          mSpecularColHandle;

D3DXHANDLE mAmbientLightHandle;
D3DXHANDLE          mDIffuseLightHandle;
D3DXHANDLE          mSpecularLightHandle;

D3DXHANDLE mAttenuationHandle;
    D3DXHANDLE          mShininessHandle;   

// Light specific shader handles
D3DXHANDLE mLightDirHandle;


public:
    BaseMaterial(void);
BaseMaterial(D3DXCOLOR ambient, D3DXCOLOR diffuse, D3DXCOLOR specular);
    virtual ~BaseMaterial(void);

    void ConnectToEffect( ID3DXEffect* effect );
void Render(D3DXMATRIX& worldMat, D3DXMATRIX& view, D3DXMATRIX& projection, D3DXVECTOR3 lightDirection, ID3DXMesh* mesh);
};
Code: [Select]
#include "BaseMaterial.cpp"
#include "3DClasses\Vertex.h"
//=============================================================================
BaseMaterial::BaseMaterial(void)
{
    mEffect = NULL;
ConnectToEffect(mEffect);
}

BaseMaterial::BaseMaterial(D3DXCOLOR ambient, D3DXCOLOR diffuse, D3DXCOLOR specular)
:mAmbientColor(ambient),
mDiffuseColor(diffuse),
mSpecularColor(specular)
{
ConnectToEffect(mEffect);
mAmbientLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mDiffuseLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
mSpecularLightColor = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);


m_Shininess = 3.2f;
}

//—————————————————————————--
// Relase shader, blah...
BaseMaterial::~BaseMaterial(void)
{
ReleaseCOM(mEffect);
}

//—————————————————————————--
// Connects mEffect to shader file, and associates parameters
void BaseMaterial::ConnectToEffect( ID3DXEffect* effect )
{
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "ambientdiffusespec.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mEffect, &errors));

if (errors)
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);



mAmbientColHandle = mEffect->GetParameterByName(0, "gAmbientMtrl");
mDIffuseColHandle = mEffect->GetParameterByName(0, "gDiffuseMtrl");
mSpecularColHandle = mEffect->GetParameterByName(0, "gSpecularMtrl");

mAmbientLightHandle = mEffect->GetParameterByName(0, "gAmbientLight");
mDIffuseLightHandle = mEffect->GetParameterByName(0, "gDiffuseLight");
mSpecularLightHandle = mEffect->GetParameterByName(0, "gSpecularLight");

mShininessHandle = mEffect->GetParameterByName(0, "gSpecularPower");
//mAttenuationHandle = mEffect->GetParameterByName(0, "gAttenuation012");

}

void BaseMaterial::Render(D3DXMATRIX& worldMat, D3DXMATRIX& view, D3DXMATRIX& projection, D3DXVECTOR3 lightDirection, ID3DXMesh* mesh)
{
mTech = mEffect->GetTechniqueByName("AmbientDiffuseSpecTech");
HR(mEffect->SetTechnique(mTech));

mWorldMatHandle = mEffect->GetParameterByName(0, "gWorld");
mViewProjectionMatHandle = mEffect->GetParameterByName(0, "gWVP");
mWorldInvTransHandle = mEffect->GetParameterByName(0, "gWorldInverseTranspose");


mLightDirHandle = mEffect->GetParameterByName(0, "gLightVecW");
//lightDirection = D3DXVECTOR3(0, 0, -1);

mViewerPosWHandle = mEffect->GetParameterByName(0, "gEyePosW");

D3DXMATRIX W, WIT;
D3DXMatrixIdentity(&W);
D3DXMatrixInverse(&WIT, 0, &W);
D3DXMatrixTranspose(&WIT, &WIT);

//Begin passes
UINT numPasses = 0;
HR(mEffect->Begin(&numPasses, 0));
for (UINT i = 0; i < numPasses; ++i)
{
HR(mEffect->BeginPass(i));
gd3dDevice->SetVertexDeclaration(VertexPN::Decl);

//Matricies
HR(mEffect->SetMatrix(mWorldMatHandle, &worldMat));
HR(mEffect->SetMatrix(mViewProjectionMatHandle, &(worldMat * view * projection)));
HR(mEffect->SetMatrix(mWorldInvTransHandle, &WIT));

// Light
HR(mEffect->SetValue(mLightDirHandle, &lightDirection, sizeof(D3DXVECTOR3)));

//Ambient + Diffuse + Specular
HR(mEffect->SetValue(mAmbientColHandle, &mAmbientColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mDIffuseColHandle, &mDiffuseColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mSpecularColHandle, &mSpecularColor, sizeof(D3DXCOLOR)));

HR(mEffect->SetValue(mAmbientLightHandle, &mAmbientLightColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mDIffuseLightHandle, &mDiffuseLightColor, sizeof(D3DXCOLOR)));
HR(mEffect->SetValue(mSpecularLightHandle, &mSpecularLightColor, sizeof(D3DXCOLOR)));

//HR(mEffect->SetValue(mAttenuationHandle, &mAttenuation, sizeof(D3DXCOLOR)));
HR(mEffect->SetFloat(mShininessHandle, m_Shininess));

HR(mEffect->CommitChanges());

//Mesh
HR(gd3dDevice->SetTransform(D3DTS_WORLD, &worldMat));
HR(gd3dDevice->SetTransform(D3DTS_VIEW, &view));
HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &projection));
mesh->DrawSubset(0);


HR(mEffect->EndPass());
}

mEffect->End();

}



Pages: 1 23