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<0> if i want to make a simple game that will work on virtually all hardware in m*** produced systems... what is the largest safe texture size I could use?
<1> Is anyone familiar with exporting DirectX (.X) files from XSI or the XSI Mod Tool? I need to know if layered alpha-blended textures are supported on export and if there is anything special I need to do in the way the textures are set up to get them to export correctly?
<2> As: ahh, give me a base date for hardware
<2> Daz: I dont think .X support multichannel UV's. it MIGHT, check the specs, thats a starting point to your question atleast
<1> Know where the specs can be found? :P
<1> Anyone know of a way to have multiple UV sets exported into a DirectX X file from either XSI or Maya? If not, does anyone know of a way to export a UV set to a text or XML file from XSI or Maya?
<1> Does anyone know how to cause the X file exporter create separate subsets of faces in a mesh when the export occurs in either XSI or Maya?
<0> Rangar: hardware from about 2000 (only care about winxp and newer). what would be a safe max texture size?
<2> 512x512
<2> that'll cover those GF2MX cards
<3> Yo8u could allways put minimun dx compatibility need for the card? :P
<3> and then use greater texturesize
<0> most people wont know their minimum compatibility...
<0> im more concerned with like integrated 'cards' in cheap m*** produced systems
<3> ok
<2> ye, 512x512 is pretty safe



<2> anything lower then that, and the people dont even look at games anyway
<0> well this is to be a casual game.. my target audience wont have anything more than an onboard 'card'
<0> i was going to use DirectDraw, but the newest SDK docs lack all things DirectDraw related even though I can compile DirectDraw code with it..
<0> because of this lack of useful documentation I'm going to go with Direct3d, but with D3D i get this whole texture size problem that isn't present in DDraw
<4> well , ddraw is more compatable w/ old hardware
<4> it can even work w/o hardware :p
<3> why you wouldnt try to see what's the hardware is cabable of, then make graphics options to desable the possibility to bigger textures? :P
<0> this is a 2d thing anyway... only reason im deciding to use d3d is that ive spent several hours every day the last 4 days or so trying to find suitible directdraw documentation and it's hard to come by
<3> *disable
<0> msdn.microsoft.com has some direct draw tutorials and they walk you through the code, the problem is they say the code is located in with the SDK in some directory, which isnt present in the newest SDK and I can't find a place to download DirectX 7 SDK
<4> hmm
<4> that wont be too hard to find
<3> Asmodee`, try lamothe books
<3> they are kind a old... you could get the 7 sdk with it.
<3> like from library or something
<0> well the other issue is that I've done a complete install of the newest DX SDK, which of course comes with a nice documentation thing, but it's lacking all of the direct draw functions
<4> yeah
<0> so i cant even use the documentation with the newest SDK to look up direct draw functions
<4> older versions did have ddraw docs
<4> :p
<0> right, but i cant find a download for direct X 7
<4> well
<4> you can use sdl
<4> it uses directdraw internaly
<4> :p
<0> i actually thought of doing that as well..
<3> or Opengl... because it surely is compatible with older hardware :D
<4> not realy
<3> please don't shoot me ppl :D
<0> so lets say you have a texture that is 512x512 and you want to display it... would the appropriate course of action be to at initialization time, check device capabilities, then split the 512x512 texture into an array of whatever texture size is supported? say 64x64 textures?
<4> older cards have the same problems there (texture sizes ect ..)
<4> well , it is a possibility
<4> but it can be slow
<4> :p
<0> see ive actually made this sort of simple game using GDI... as you can imagine there are issues...
<3> or you could make different sizes of the textures... and then swap between them when loading... according to the specs
<4> :p
<0> well the one texture i have in mind has fairly high detail and it's necessary to be in this high of detail, so i need to get all 512x512 pixels onto the display
<0> keep in mind im going to use D3D to do 2d graphics
<0> i have no intention of displaying anything in 3d
<3> then you need to make sure, that the device is capable of showing 512 x512... and disclude all other 3d accelerators from running your game...
<3> it's harsh, but many games do so anyway
<3> 3d accelerator = any harware trying to run the game...
<0> if i were to break the texture into 4 blocks of 256x256 textures and lined them up, would that produce a seamless image?
<4> aha !
<3> Asmodee`, possibly
<4> You may have problems compiling the Allegro DLL if you don't have the correct version of the DirectX SDK library and header files. This file contains the minimal version of the DirectX 7 SDK needed to compile the DLL yourself. Only for Windows.
<3> never tried that before
<4> directdraw headers ;p
<0> ive never done anything with D3D, so I'm not sure what I'm getting myself into.... years ago I did some graphics in 16bit DOS and since then I've only done typical application GUIs and some minor graphics with GDI plotting pixels
<0> and blitting bitmaps from memory to DC
<4> http://www.talula.demon.co.uk/allegro/wip.html
<4> take a look at Miscellaneous files
<3> d3d has different way of dealing the 2d todays. i think that best way is to do it making quads, but it's your call
<4> well
<4> if support for old h/w is needed ..
<0> if i could find a good source of documentation for directdraw then i'd just be using it
<4> anyway
<4> take a look at that page , it has the dx7 headers/libs
<3> if the support for a computer without any 3d acceleration is needed: use Ddraw... else: use d3d
<4> the problem i



<4> is*
<0> im able to compile directdraw example programs with the newest SDK without any problems
<4> aha
<4> well , whats your problem then ? :p
<0> lack of directdraw documentation
<4> http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/ddraw7/directdraw7/ddtut_4vjr.asp
<0> and most of the tutorials out there either dont compile, or have runtime errors on both of my systems
<3> if any one has so old hardware, that is uncabable of drawing vertexes... damn :D
<4> it can be slow at it
<3> drk||Razi, combatibility is not the same as speed ;)
<0> drk||Razi: ive looked at that exact page before.. the problem is it tells you to get the complete source from the SDK samples directory
<3> many games do start with my hardware, but hey can't be player because slow fps... so it's happening anyway all the time
<4> http://www.falloutsoftware.com/tutorials/dd/dd2.htm
<0> i basically want the camera to be positioned looking straight on a plane to which ill be placing textures that i modify pixel by pixel each frame
<4> d3d can do this
<4> but it can get slow
<4> gdi can do that too
<0> slower than ddraw? ive seen some tutorails about 2d using d3d and they mention d3d can be a better option than ddraw
<4> but older gdi drivers are slow
<0> im using gdi currently and it's horribly slow
<4> well
<4> how do you set/get the pixels ?
<0> i basically have a bitmap in memory to which i draw to, then i blit it to the screen... my tests are being done in 1024x768 in window mode, which may have more to do with the slowness than GDI itself
<3> is the locking of vertex buffer a must? or is there a way to speed things up by not locking it? :P
<4> well
<4> nope
<4> you have to lock it to write data
<4> :p
<3> ppl say that it's slow :P
<4> it should be done olny when needed
<0> sounds to me that it should be 'unlocked' before you write to it, not the other way :P
<4> @Asmodee`: well , you can try d3d
<0> i wonder who's responsible for that naming convention
<4> drawing many texture parts can work
<4> (splitting the texture to many quads)
<3> so would it be better to make one hube buffer, lock it and then draw, unlock and render?
<4> if you can draw all at once
<4> you want to minimal locking
<3> because we have buffer for 4 custom vertexes for a tile based 2D game...
<3> and we would be loking it for every object we draw
<4> if you have much data , that needs to be updated all at the same time ...
<4> EWW
<4> thats slow :p
<3> but the background could be putted in one big buffer
<0> so there's 2 reasons im wanting to use d3d instead of ddraw.. 1 is the lack of documentation and working examples (that dont show off the lack of the authors knowlege of C) and 2. my application actually does a lot of alphablending, so im hoping that d3d will speed this up since i can do it in hardware
<0> the alphablender i wrote uses lookup tables.. im not sure if there's a faster way (aside from going to mmx/sse/3dnow)
<4> well , if you need alphablending ....
<4> go to d3d
<4> its a better idea to keep the data into a temp buffer Icchan^ , then lock , write am all together , unlock , render ..
<4> lock/unlock are slow operations
<4> they have to update mmu / gfx card states
<3> but could it be possible, to lock it just once? :P
<0> hmm are there clipping regions for textures in d3d?
<3> be are thinking if we could use just one quad for all our objects :P
<3> by drawing it to different places in render
<3> *we are
<4> @ Asmodee`: not as far as i know
<0> wow allegro.. i havent seen this in a long time. i think i actually used this in the dos days
<3> if all objects, tiles and such have one size: we could use one quad
<4> but i cant understand what you want either :p
<4> Icchan^ : you want to lock the buffer olny once
<4> and keep it locked for as litle as possible
<4> on some 2d engine i made w/ a friend
<4> we kept a list of all quads/ect into an array
<4> and when all the data was ready , lock the vb , write the data to it , unlock it
<4> and render from the vb's data
<4> :P
<3> in some 3d programming course we were told to take one model, and to draw it to many places... just like we are about to do here...
<3> we have 2 model: a quad
<3> *1
<3> and we draw it to many places with different texture :P
<4> if it was same sizes
<4> its ok
<4> ;p


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