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Incombatabilty Issues
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Original Post
I am trying to make my game as compatible with as many windows based systems as possible(sorry linux/opengl users). My friend has a comuter that I beleive should not have any problem running my game. But my method does not return D3D_OK. She has one of those intel videocards and I am sure a lot of people are going to have one of those. Also directx 9 is installed on her computer.
Here is what I use to check my device that gave me: !D3D_OK
g_pDirect3D->CheckDeviceType(D3DADAPTER_DEFAULT,
D3DDEVTYPE_REF, D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, FALSE);
I am using direct 3d with directX 8.1. to make a 2d game. Should I revert to using directdraw(directx7) so my game will work on most systems. Or does anybody know of any settings that I can use with direct3d so It will work on most computers
Most people nowadays will be running DX8, I''m sure. Windows XP which most PCs ship with has DX 8 installed by default.
I shouldn''t worry about it, unless there''s stuff you can do in 7 that you can''t in 8
I shouldn''t worry about it, unless there''s stuff you can do in 7 that you can''t in 8
VolkerG is correct.
The Reference rasteriser is only intended for developmental testing purposes (for example you are targetting hardware features that the dev does not have access to but the end user will). As such, the reference rasteriser is provided within the SDK only - it is not provided with the end user run time binaries.
The Reference rasteriser is only intended for developmental testing purposes (for example you are targetting hardware features that the dev does not have access to but the end user will). As such, the reference rasteriser is provided within the SDK only - it is not provided with the end user run time binaries.
What is this "rasteriser", or what does it look like in code. I would really like to know.
D3DDEVTYPE_REF
This specifies that you want to use the Reference Rasterizer. REF is implemented entirely in software and is extremely slow. It''s for testing and debugging, not for general use.
Also, REF is only installed if you''ve installed the DirectX SDK, which means very few people will be able to run your game.
You should be using D3DDEVTYPE_HAL.
More info:
http://www.drunkenhyena.com/cgi-bin/view_article.pl?article=8
Stay Casual,
Ken
Drunken Hyena
This specifies that you want to use the Reference Rasterizer. REF is implemented entirely in software and is extremely slow. It''s for testing and debugging, not for general use.
Also, REF is only installed if you''ve installed the DirectX SDK, which means very few people will be able to run your game.
You should be using D3DDEVTYPE_HAL.
More info:
http://www.drunkenhyena.com/cgi-bin/view_article.pl?article=8
Stay Casual,
Ken
Drunken Hyena
Thanks alot, it worked. Does anyone no how to disable filtering in directX 8, because my textures have weird lines around them.
[edited by - dr_slash_uh on January 31, 2004 5:16:25 PM]
[edited by - dr_slash_uh on January 31, 2004 5:16:25 PM]
quote:
Original post by dr_slash_uh
Thanks alot, it worked. Does anyone no how to disable filtering in directX 8, because my textures have weird lines around them.
[edited by - dr_slash_uh on January 31,
2004 5:16:25 PM]
As far as I recall:
SetTextureStageState( stage, D3DTSS_MINFILTER, D3DTEXF_POINT );
SetTextureStageState( stage, D3DTSS_MAGFILTER, D3DTEXF_POINT );
Muhammad Haggag
Ugg it still didn''t work. Don''t worry abour it. I will post pics up to show you what I mean later.
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