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<0> some visual studios have the sdk or parts of it
<1> well this means that the last sdks are backward compatible
<1> oh
<1> 7.1 is 2003
<1> i don't have any part of the dx sdk with it
<1> :/
<2> Hangman\, what do you need 8.1 for anyway?
<1> well, i noticed that new games have also support for old versions of directx... and they run faster on old computers, a friend of mine plays half life 2 with directx8 and it goes faster
<1> so i just want to make my 3d engine backward compatible
<2> thats not the same thing
<1> just like the source engine and the cod2 engine
<0> ugh. :P
<1> ?
<2> D3D9 is backwards compatible
<2> you can run it with as far back as D3D7 drivers
<1> how?



<2> so theres no point in using D3D8
<2> it "just works"
<0> thats how com works
<2> you just have to make sure you only use the features that the card supports
<1> why some engines like irrlicht use d3d8 code?
<2> beacuse they've got old code
<1> lol :P
<0> irrlicht is old
<1> yes
<0> hmm. dell is hiring .net developers
<1> well niko could cut the d3d 8 part, why he doesn't?
<1> (sorry for my english :P)
<2> anyway, look at the caps bits that the driver returns
<2> maybe niko is allergic to throwing away code
<2> or he feels the need to support D3D 6 hw, which i think D3D 8 supports
<0> or wants to xbox it
<1> xbox?
<2> xbox's D3D isn't close enough to D3D8 for that to make sense though
<2> its quite dissimilar
<1> well he doesn't support the xbox version of the engine at all
<1> it's a bit strange
<1> well, the whole engine is strange :)))
<2> :)
<0> anyhow. using d3d8 sdk is pointless for new dev
<2> anyhow, be happy that you can use D3D9 and even HLSL :P
<0> use the d3d 9 and just pay attention to caps
<2> works fine for DX8 / PS 1.1 hardware too
<1> i just want to make sure that games made with my engine run fast ;)
<2> well thats up to your engine code :P
<0> you can do better things than using d3d8 :P
<2> D3D9 is *improved* compared to D3D8, less overhead in problem areas etc
<0> let them turn off every feature
<2> no point in using an old API
<0> like the oblivion engine does. you can render everything in solid color ;P
<0> and get it to run on a p2 400 :P
<1> so when you use the direct3d8 option in cod2, it just cuts off some advanced features to let the game run faster?
<2> yes
<2> using PS 1.x shaders etc
<2> well i mean
<1> cool, i thought it was more difficult :D
<2> i don't know cod2
<2> but that's what modern games do
<1> that's a good thing, i thought it required more time
<2> gotta pay attention to caps
<1> so i can use d3d9 without having to implement an abstract render system like ogre and irrlicht do..
<1> d3d9 and d3d8*
<2> yeah
<1> that's great
<1> http://www.codesampler.com/source.htm
<1> While DirectX 8.1 is no longer the latest-and-greatest of the DirectX APIs, several game developers still use it since there are still more DirectX 8.1 compatible cards installed than DirectX 9.0 cards.
<1> :|
<2> bull****
<1> mmm..what bull**** means? sorry i'm not english :D
<1> is it something negative?:P
<2> i started using D3D9 myself during 2002 from the first beta version of DX9
<2> on a GeForce 3 card
<2> no problems at all
<2> it ran on GeForce 2's as well
<1> cool
<2> bull****... i mean that text is wrong
<1> ah



<1> :|
<1> well thanks for the explanation :)
<1> you saved me a lot of time
<2> although
<2> one explanation for the statement you pasted might be that they mean "DX6" cards and such
<2> i.e. cards that ONLY have DX6 drivers
<2> all cards that have a DX7-level driver will work though
<1> well
<2> and that should be every card youre interested in
<1> i don't think that today exist players with dx6 cards
<1> so simply there's no need for that :)
<2> right
<2> :)
<1> from dx8 is enough
<0> whats a 4200?
<0> 8 or 9?
<2> a what 4200?
<1> ?
<0> geforce ti
<2> oh thats a GF4, so "DX8"
<2> PS 1.3
<0> as long as you support about that these daysyou're fine i think :P
<1> aav so what about the caps?
<1> which one i have to check?
<1> ones* :|
<0> all
<2> every single one that affects the features you're using
<0> hmm there used to be a site around for caps form various cards
<2> Slade, i think we have one in the wiki
<1> yes the caps database
<1> http://zp.amsnet.pl/cdragan/wizard.php
<0> nod
<1> :)
<2> there's at least one more somewhere
<0> i think thats the same one. just modernized.. dragan was the name i was trying to remember
<1> so i check the caps...if they aren't supported, i cut the features...otherwise i let the user choose if use that features in the options menu
<1> right?
<0> sure
<1> ok
<0> some features arent straight yes or no tho
<1> oh yes
<0> many of those you're just going to have to handle those internally.
<1> like?
<0> max texture size.
<1> ah
<1> ok
<0> max number of textures
<0> err texture stages
<1> shader version supported..for skinning
<0> right
<0> 1.1 2.0 and 3.0 are the ones you probably want to support
<2> or even 1.1 / 2.0+
<1> there are other versions? :O
<2> there are variations
<1> i thought there were only 1.1, 2.0 and 3.0
<0> 1.3
<2> 1.1, 1.2, 1.3, 1.4 (1.4 is much more powerful)
<2> 2.0 (but PS 2.0 with different caps are available too)
<2> 3.0
<2> these are pixel shaders
<2> VS 1.1, 2.0, 3.0
<0> aav: we do only 2/2 right?
<2> for now yep
<0> k
<0> 2 seems to be the healthiest
<2> its becoming a pretty decent baseline
<2> and its similar enough to 3.0 even in capabilities that its not very hard to just write some different shaders here and there
<2> with PS 1.1-1.4 you have to go out of your way to do multip***ing etc
<2> i'm trying for single p***
<0> trees arent single p***. i'm sad :P
<2> hmm? :)
<0> leaves are diff :P
<2> yeah, thats more of multiple draw calls though
<0> nod


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