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MDI DirectX9 Project

$500-5000 USD

In Progress
Posted almost 14 years ago

$500-5000 USD

Paid on delivery
Buyer requires MDI app which has tab windows that show a Dx9 interface and allows movement around some defined quad objects in 3d, allows resizing of the MDI tabs without disturbance of the view, and allows textures to be, at times depending on distance from the object, viewed at exactly 1:1 texture pixel to screen pixel (i.e. without blurring). App will be MFC based, Unicode, Unmanaged VC++, VS2010 Code.? ## Deliverables Buyer requires MDI app which has tab windows that show a Dx9 interface and allows movement around some defined quad objects in 3d, allows resizing of the MDI tabs without disturbance of the view, and allows textures to be, at times depending on distance from the object, viewed at exactly 1:1 texture pixel to screen pixel (i.e. without blurring). App will be MFC based, Unicode, Unmanaged VC++, VS2010 Code.? Clicking on new document will open a new tab with 4 new Quad objects in 3d shown. The 4 Quad objects in the view are all placed at zero on the z axis and spread out in the x,y plane with some space between them (e.g. say 100 object/world space units (object and world space will be 1:1 also)).? The objects will be simple quad shapes (2 triangles creating a rectangle) which have on their front face a texture which shows a loaded file Image.bmp. NOTE- they are to be drawn in actual 3d space. The [login to view URL] texture is loaded at app startup and so if the user alters that image, including it's size, the app will show different sized quad's *4 next time it starts up. (Note: Best image to test your app will be some TEXT 'screencaptured' from wordpad - this will be what the buyer will use to test for blurriness).? The dimensions of the texture should determine the size of the object space defined quad - i.e. a 100*200 texture will result in a quad of 100*200 object space units. When the quad object is rendered, the transforms should not change the size of the quad object, so that the number of object units (size x/y) should also be the number of world space units. The depth of the quad is zero. Right dragging the mouse on the background of a tab window will move the view left/right/up/down in world space (x/y plane - z unchanged). Scrolling will move the mouse on the z axis. Rotation is not possible. Navigation should have momentum - somewhat like an iPhone's drag... i.e. app must keep track of a velocity and the mouse causes acceleration in the 3 axes as above. The key features of this app will be? 1. When moving in the Z axis, using the scroll of the mouse, the navigation should have a 'sticky point' at which the text on the front face of the quad is see exactly 1:1 - specifically 1 pixel of texture will be 1 pixel on the screen (and will also correspond to 1 unit of worldspace and object space). We call this the 'perfect distance'. Specifically if you move on the z axis relative to the object, at the 'perfect distance', the texture will become 1:1 with the pixels on the screen (and the text on the quad will be unblurred). When the distance gets close to the perfect distance, the sticky point asserts itself... i.e. the velocity and acceleration should become zero, and the z distance set to exactly the 'perfect distance' from the objects (and the quads are seen without blurring of the text). Obviously moving closer or further away than the perfect distance from the objects, will result in the text on the textures becoming blurry again. 2. Resizing of the app's tab windows will result in a redraw of the 3d tabbed window which will move the user on the Z axis so that they are relatively, at the same distance from the objects in the view....? 3. The app's dx windows can cope with the situation where the computer returns from sleep or hibernate - redraw checks for validity of the 3d Dx window etc. The simple test that the buyer will implement to see if all of this has been achieved is to see if the captured text looks blurry or not when the user navigates left/right at the 'perfect distance' from the quads AND if ? you pass this test, the buyer will resize the tab window, and the text should again, after the resize, be not blurry again (as the objects are seen at the same apparent distance from the viewer), because the new distance from the objects will be calculated (note that the perfect distance depends on the height of the tab window).? The buyer will give you a rough guide to finding the perfect distance from the tab window size on acceptance (you may need to refine).
Project ID: 3617319

About the project

6 proposals
Remote project
Active 14 yrs ago

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