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<0> hey. in directdraw, is it possible to create a surface in a different color depth than what you're in at the moment? if so, will the hw convert the colors correctly during a blt? i made an importer for dds textures and extracted the data, so if the previous is possible i won't need to bother making color conversion routines to current depth :P
<0> ie, is it possible to create 24bpp rgb non-alpha surfaces if you're in 32bpp mode?
<1> yes
<0> how? i tried feeding a pixeldata thingy with depth set to 24 but it just said illegal pixeldata thingy. also, will the blt speed suffer? in that case it'd be better to create them in native depth and just conver the pixels during load from image
<1> you can set a format for each surface
<0> ah finally found a doc, the surfaces need to be in ram then... oh well, better off converting them then i guess
<0> thanks :o)
<0> baj baj
<2> how i change the data of vertex buffer?
<3> lock/unlock
<4> pick lock/unpick lock
<5> anyone here really in the know about xna?
<4> http://www.pbfcomics.com/?cid=PBF088AD-Punch_Bout.gif#157
<4> Kid got hustled
<4> whoopz



<4> o well
<5> hey
<5> Im trying to find out what the content pipeline is :P
<4> I wonder if they are using that universal 3d art thing
<5> nope
<5> they're using XIF
<5> a new custom format
<5> Im trying to figure out if x is "gone" now
<5> I think XIF is just an import format that captures all sorts of crap and is easily queried for data
<5> and then you can convert into your own formats
<5> but Im not sure
<5> anyway, Im trying to decide if I should hold off writing any more code until XNA actually comes out so that in the event its useful, I dont have to re-write everything
<4> :)
<4> I've been on hiatus too
<4> I'm not sure if I want to code in C#
<5> mmm
<5> well, Im going to be coding tools
<5> so I don't care
<5> tools can be done in anything :p
<5> im seriously considering just holding off on development until Dx10 and XNA and winforms 3.0
<5> There is just so much new tech *right away*
<5> and I don't really care to redo things over and over.
<6> indeed
<7> anyone here?
<4> that is strike 1 for perma ban
<7> ?
<7> why?
<4> ;D
<7> i just want to ask what features does the DX 10 offer??
<6> oops, thats strike 2.. questioning an Op
<6> oh dear, not doing well ;)
<4> and strike 3
<4> asking an RTFF question
<4> where F(2) = FAQ
<7> plz tel me
<6> honestly i dont know
<6> since there is no DX10 hardware - I have not cared to look in to it
<4> :D
<4> JFGIT
<7> yeh but
<7> the shader model
<4> er, JFGI?
<7> will be 3.0?
<4> 4.0
<4> 3.0 is old
<6> DX10 will primarily be XNA focused iirc
<8> XNA focused?
<7> any major difference in the look of the game comparing to dx 9?
<6> Ask us when we have some DX10 hardware to see
<7> but what u think
<8> foobar-, its mostly making things more practical and more efficient
<8> theres a new shader type among other things
<6> very C# orientated iirc
<8> Rangar, err what?
<7> what do u mean more practical?
<6> aav: I read that with DX10 - the primary development focus will be with C#, and not C++ like previous releases
<7> like u can shoot a tree down and u cant do it in dx 9 ?
<4> no
<8> its more subtle than that
<6> foobar-: thats NOTHING to do with DX features - thats more the physics engine etc
<4> but you can create shadows with the gpu in DX10



<4> but you can't with DX9
<4> meaning shadows are slower in DX9
<7> i can create with my own ?
<6> oh I read that too
<8> it lets you stream out the results of vertex shaders etc to buffers
<8> instead of having to use render-to-vb tricks and such
<8> for one thing..
<8> Rangar, where'd you read that?
<8> about C#
<7> what about the physics engine?
<7> any difference?
<8> there is no physics engine in D3D 10
<4> ya
<8> just like there is none in D3D 9
<4> W T F
<7> no?
<7> in Crysis trailor
<7> i saw the guy shooting down a tree
<8> Crysis runs on D3D 9 too, just so you know
<4> huhu
<8> i don't know if there will be practical differences
<4> not to mention Crysis != DX
<6> foobar-: You need to klearn the difference between an API like DirectX and an Engine.. they are VERY different
<8> but thats what D3D 10 will primarily enable, making things *more practical* within a given framerate...
<8> more power :P
<7> u mean faster playing ?
<8> or making certain effects practical to even *include* in a game
<4> from what they say, games run faster in DX10
<6> foobar-: http://www.extremetech.com/article2/0,1697,1982044,00.asp
<7> can u play directx 9 games with dx 10 card?
<6> THAT explains what DX10 is all about
<4> yes
<6> aav: That could be the article I read about C#
<8> the driver model and improvements to the d3d runtime make things more efficient
<8> but the API's are fundamentally very incompatible
<8> look at the current DirectX SDK, theres a preview of D3D 10 included
<7> but also the dx 10 card will be expensive :)
<8> with docs
<4> no more expensive than DX9 cards
<6> foobar-: only to start with.. same as any noew hardware
<7> can u buy like from low end dx 10 card to the high end one ?
<9> hello fellas
<9> yo aav, rangar
<6> oh - and here is a look @ DirectX 10.1 http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=103&Itemid=29
<6> hey nights!
<5> hey hey
<9> nice, im waiting for a dx10 card too
<8> Rangar, can't see anything about C# in this... and there's only a C++ API in the preview bits
<6> aav: I've read a few articles in the last few weeks.. pinpointing will be hard sorry
<7> its bull****
<6> aav: could be that managed c++ is to go
<4> yeah, I doubt they are going to drop c++
<4> see, then they lose a big chunk of the market
<4> because of cross porting
<6> would make some sense with managed c++... I don't really think thats taken off at all
<7> this is a rip off guys :(
<7> dont buy their words
<8> plus it makes no sense to go managed when performance is clearly lacking, and the overhead cuts in D3D10 would be offset
<6> oh wait// maybe it was CyrixLord who said it.. thats where I could have got it from
<8> foobar-, hm?
<8> Rangar, oh yea?
<8> hm, where is he :P always idling but now he's not even around, grr
<6> aav: ask him if Managed C++ is to go in DX10
<4> ask him if unmanaged c++ is go
<4> ;D
<6> prolly busy on DX10
<8> hm well, you can use D3D from C++/CLI even today
<4> who needs managed ;D
<8> if its a C++ API it just works
<8> so not sure what that would mean
<7> as i said
<7> DirectX 10 cards will be expensive
<7> so dont bother
<4> lol


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