Ironrind Posted February 19, 2008 Report Share Posted February 19, 2008 I'm having a visual problem with the "d3d_end()" command..My game mostly runs in 2D but my special stage room runs in 3D..Basicly when my player object touches the special stage object trigger at the end of act 1, the room transitions to a different room that runs in 3D. That transition is fine. When my 3D room is over, I use the d3d_end() command and then transtion to the next 2D room(act 2) which is glitchy and the view only covers half of the screen. Do I have to reset the views or something? I want to release a game in a few days so any ideas are appreciated.. Link to comment Share on other sites More sharing options...
USC Posted February 19, 2008 Report Share Posted February 19, 2008 I'm not sure if this'll give you any clues, but sometimes when I play GM games, full-screen only shows me half of the screen (the lower half is black). I've found that by switching the base resolution (IE : It's base is 640 by 480, and I switch it to 800 by 600), it fixes itself up. 1 Link to comment Share on other sites More sharing options...
Ironrind Posted February 20, 2008 Author Report Share Posted February 20, 2008 Yeah, I think some of the 2D resolution settings are becoming corrupted when switching into 3d mode. If there is a way to refresh them in GML, that might be the key. But I'll have to mess around with it some more.. Link to comment Share on other sites More sharing options...
Spike Posted February 20, 2008 Report Share Posted February 20, 2008 Try destroying the camera object along with the d3d_end() command. I was having the same problem and that did the trick. 1 Link to comment Share on other sites More sharing options...
Ironrind Posted February 21, 2008 Author Report Share Posted February 21, 2008 It worked! The resolution went back to normal..rep+. The only problem is now that when my player is facing left, he's invisable. The player sprite is drawn with the draw_sprite_ext command.. But other than that everything else seems to be working fine..any ideas on how to fix this? Link to comment Share on other sites More sharing options...
Spike Posted February 21, 2008 Report Share Posted February 21, 2008 Hm... I think I might have an idea. When you draw the sprite, remember to make the xscale to -1 when facing left. If the xscale is 1 when right and 0 when left, the left will just be invisible. Let me know if that helps. Link to comment Share on other sites More sharing options...
Kain Posted February 21, 2008 Report Share Posted February 21, 2008 It worked! The resolution went back to normal..rep+. The only problem is now that when my player is facing left, he's invisable. The player sprite is drawn with the draw_sprite_ext command.. But other than that everything else seems to be working fine..any ideas on how to fix this? Try: d3d_set_culling(0); 1 Link to comment Share on other sites More sharing options...
Ironrind Posted February 21, 2008 Author Report Share Posted February 21, 2008 Try:d3d_set_culling(0); That makes perfect since, and it worked like a charm!..rep+ Big thanks.. Link to comment Share on other sites More sharing options...
Kain Posted February 22, 2008 Report Share Posted February 22, 2008 No problem. Seems weird they don't turn culling off when you go back to 2D but I guess you could be drawing 3D objects in 2D and want culling on so it doesn't draw extra. Link to comment Share on other sites More sharing options...
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