Please state the nature of the debugging emergency.
🔒 Locked
D3D8 Tutorial
Advertisement
Original Post
I am thinking of writing some D3D8 tutorials (yes already, I am a fast learner). Would anybody be interesting in reading some?
Please state the nature of the debugging emergency.
Please state the nature of the debugging emergency.
I''m interested in how you can use DirectDraw capabilities without using too much Direct3D (meaning mainly 2D graphics but maybe add some Alpha Transparency and lighting and stuff). The SDK doesn''t talk about 2D graphics AT ALL which is very dissapointing to me. They think nobody''s going to make 2D games anymore or something? I can always use previous version interfaces but I''d like to not do that if possible.
Well, DDraw is no longer part of DirectX. DirectX Graphics is D3D. Surfaces still support lock though.
Would you prefer actual 3D tutorials or using 3D hardware to do 2D tutorials?
Please state the nature of the debugging emergency.
Would you prefer actual 3D tutorials or using 3D hardware to do 2D tutorials?
Please state the nature of the debugging emergency.
The sdk is full of pure 2d exampels, that use dx 7! Gimme a break
It would be nice to read a crash course on how 3d is used to emulate 2d graphics. (basicaly ignore z-axis... well I wouldnt mind reading a little more detailed explanation than that
Just because the church was wrong doesn''t mean Galileo wasn''t a heritic.
It just means he was a heritic who was right.
Just because the church was wrong doesn''t mean Galileo wasn''t a heritic.
It just means he was a heritic who was right.
quote:
Original post by Pauly
Umm, the SDK has a directory full of pure direct draw examples...
Paul Groves
pauls opengl page
That''s DirectX 7. I''m talking about DirectX 8.
Please state the nature of the debugging emergency.
I''m thinking of some sort of series of tutorials rather than just one.
Please state the nature of the debugging emergency.
Please state the nature of the debugging emergency.
Yeah okay sorry, I was a bit quick on the draw there (''scuse the pun). There isn''t anything in the SDK docs either. They bang on in the introduction about how Direct3D and Direct Draw have been integrated into Direct Graphics. After that "Direct Graphics" isn''t mentioned again and they talk about nothing else but Direct3D8. Ho hum.
wow, so DirectDraw is no more? Kewl. I guess I have to learn D3D sooner or later. DX8 seems the best way to do it. Definetly cover some of that pixel shading stuff. That''s awesome.
==============================
"Need more eeenput..."
- #5, "Short Circuit"
==============================
==============================
"Need more eeenput..."
- #5, "Short Circuit"
==============================
Yeah, I''d love to read up on DirectX 8, I knew I''d have to redo my 2D engine sooner or later
, that is why I moved on to OpenGL until DirectX gets settled
.
http://www.gdarchive.net/druidgames/
http://www.gdarchive.net/druidgames/
So are people in favour of a 2D tutorial then?
Please state the nature of the debugging emergency.
Please state the nature of the debugging emergency.
I''ll do a series then. I''m writing the 2D article now.
Please state the nature of the debugging emergency.
Please state the nature of the debugging emergency.
If blitting isn''t available at all until DX9, why not just use the DX7 interfaces? What compelling reason is there to update a 2d engine that uses blitting to one that uses a parallel projection 3d engine (which is what it will essentially be) with texture mapping. Isn''t that a bit like overkill? What are the minimum specs gonna be of such a game?
I dunno, it really does all seem like a bit of a mess to me
Having said that, I think using these textured quads instead of sprites and surfaces makes it easier if anything on the programmer...
I''d like to know everyone''s opinions on these things.
Cheers,
Paul Groves
pauls opengl page
I dunno, it really does all seem like a bit of a mess to me
I''d like to know everyone''s opinions on these things.
Cheers,
Paul Groves
pauls opengl page
You get easy rotation, scaling and alpha-blending if you use paralell projection of textured quads. You do not need to use a Z-Buffer, and you do not need to have a view matrix. And since a large proportion of us has a 3D accelerator which is faster than most normal 2D ones, it seems like a good idea to take advantage of it.
Also, since everyone will move onto 3D eventually if they are planning on making a job out of this, they might as well learn some ahead of time to make it easier in the future.
Please state the nature of the debugging emergency.
Also, since everyone will move onto 3D eventually if they are planning on making a job out of this, they might as well learn some ahead of time to make it easier in the future.
Please state the nature of the debugging emergency.
I was making a 2d engine with d3d7 so i could take advantage of the alpha blending and bilinear filtering and so on, but a hitch I found was that older 3D cards needed textures to be powers of two or exactly square (my crappy voodoo3 needs the dimentions to be powers of two
). So I just made the textures larger according to the device caps (so I have a black edge around the texture). The problem with this is that if you scale the bitmap to the size of say 640x480 the actual bitmap displayed is less ''cause it scales the unwanted blackness around the bitmap as well.
How would you get around this?
How would you get around this?
Topic Locked
This topic has been locked by a moderator. New replies are not allowed.
Sign in to reply to this topic.
Advertisement