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D3D8 Tutorial

Started by furby100 24 replies 1.2k views
Original Post
furby100
furby100
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.

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MSkinn99
MSkinn99
Yes...particularly because DDraw and D3D were merged (or so I have heard).

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What''s done is done (Until you hit Undo)
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Yet another game programming web page...
benstr
benstr
If it is about Vertex and Pixel shading, yeah, I would be interested in reading some. If it''s not, I''ll read it anyway.. I''m not afraid of learning

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-Benny-
Supernova
Supernova
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.
furby100
furby100
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?



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Atavist
Atavist
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

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It just means he was a heritic who was right.
Just because the church was wrong doesn't mean Galileo wasn't a heretic.It just means he was a heretic who was right.
furby100
furby100
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.



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furby100
furby100
I''m thinking of some sort of series of tutorials rather than just one.



Please state the nature of the debugging emergency.


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Quantum
Quantum
Yeah, I''d be interested. I''ve been putting off learning D3D until DX8 came out, and the more tutorials the better
Pauly
Pauly
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.
Gaiiden
Gaiiden
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.

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furby100
furby100
So are people in favour of a 2D tutorial then?



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overlord
overlord
yeah, it would be nice to have a serie of dx8 tutorials... some covering 2d and the others in 3d
furby100
furby100
I''ll do a series then. I''m writing the 2D article now.



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Pauly
Pauly
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
furby100
furby100
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.



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cow_in_the_well
cow_in_the_well
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?
codein
codein
I''d be interested in this article as well. I''ve been programming 2d games with DirectDraw for a little while now, but 3d graphics programming does seem like the wave of the future.

Looking forward to the article, Furby.

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