Well, it wasn't a DirectX version issue (got 9.0b now).
PaulJG: Yes, drawing the same sprite over and over; they share the same surface.
To have another render (like the FPS or a spinning cube), you have to put another camera to render before the nSprite one (creating it before calling nS_Initialize). Then you use this camera. If you wanted to place a 3D mesh according to 2D coordinates, they are planned for the next update, which should come within a week or so.
jfk: Nice hypothesis.. but.. it's hard to iron out when you don't see it happening on your PC. I'll try various screen modes.
|EDIT|
Nice one jfk. My desktop is set in 16-bit and it works perfectly. I changed the demo to full-screen and tried various mode; when I hit 32-bit I got the beige weirdness. I changed my desktop to 32-bit and I also got it. It works perfectly good in 16-bit tho :(
So, you were right on, it's some weird resolution bug. I'll try to see what I can do, but if you want to check the demo with the FPS, simply go in the nSprite_Demo.bb file and change the graphics line to:
Graphics3D 640, 480, 16, 1
And voila!
|END EDIT|
|MORE EDIT|
I found out that its because the camera is in the way of other 3D objects, and since its an orthogonal projection camera, they are of the real scale. All we see is the wall texture, but extremely scaled since the camera is scaled down. So by moving the camera at 0, -10000, 0, its no longer in the way and it works.
I really don't know why it only bugs in 32-bit mode tho. But, I'll fix it by moving the camera at this position. Expect new release soon ;)
|END MORE EDIT|
PaulJG: Yes, drawing the same sprite over and over; they share the same surface.
To have another render (like the FPS or a spinning cube), you have to put another camera to render before the nSprite one (creating it before calling nS_Initialize). Then you use this camera. If you wanted to place a 3D mesh according to 2D coordinates, they are planned for the next update, which should come within a week or so.
jfk: Nice hypothesis.. but.. it's hard to iron out when you don't see it happening on your PC. I'll try various screen modes.
|EDIT|
Nice one jfk. My desktop is set in 16-bit and it works perfectly. I changed the demo to full-screen and tried various mode; when I hit 32-bit I got the beige weirdness. I changed my desktop to 32-bit and I also got it. It works perfectly good in 16-bit tho :(
So, you were right on, it's some weird resolution bug. I'll try to see what I can do, but if you want to check the demo with the FPS, simply go in the nSprite_Demo.bb file and change the graphics line to:
Graphics3D 640, 480, 16, 1
And voila!
|END EDIT|
|MORE EDIT|
I found out that its because the camera is in the way of other 3D objects, and since its an orthogonal projection camera, they are of the real scale. All we see is the wall texture, but extremely scaled since the camera is scaled down. So by moving the camera at 0, -10000, 0, its no longer in the way and it works.
I really don't know why it only bugs in 32-bit mode tho. But, I'll fix it by moving the camera at this position. Expect new release soon ;)
|END MORE EDIT|