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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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