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Shadow Robert
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Location: Hertfordshire, England
Posted: 23rd Feb 2003 13:48
a quick new release of my DirectX9 DLL for DarkBasic ... actually couldn't get DirectX 9 to initilise, god know why today - thing is more tempermental that my last girl at that time of the month. So its DirectX 8.1

well anyways, i wanna know if this crashes everyones DarkBasic Pro ... it'll give me some insight into something i've setup (^_^)

RavenDx9.DLL

I've finally sucessfully used the global pointer to create a pixel shader by using a DLL rather than Pro itself (which ment i didn't have to translate to blasted FVF ) ... lol its not exactly ground breaking stuff, and probably release it by the end of the week after a few more tests - but i'm finally getting used to this Global Pointer system for Pro after a few hours
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 23rd Feb 2003 14:38
I get a 404 File Not Found error on your site Raven

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Posted: 23rd Feb 2003 15:43
just uploaded into the forum ... lately lycos has been driving me insane - not a 404, it just doesn't think the link was from inside timesaga

works fine from the upload

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Location: Hertfordshire, England
Posted: 23rd Feb 2003 15:45
oh yeah should've remembered... the function is
return = FSAA Available()

however its really just a test to see if DarkBasic won't crash (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 23rd Feb 2003 16:00
No - Compiles fine but still crashes when the command is called.

NOBODY has a forum name as stupid as Darth Shader. I do.
Rob K
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Posted: 23rd Feb 2003 16:00
I presume that the return value is an integer - right?

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Posted: 23rd Feb 2003 16:02
yeah...
tell me are your able to load the DLL manually without it crashing?

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Location: Hertfordshire, England
Posted: 23rd Feb 2003 16:04


see i'm not sure what causes the crash, because i thought it was the instance - but maybe its just accessing them
bloody annoying not knowing what it is

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
n3t3r453r
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Location: Russia
Posted: 23rd Feb 2003 17:30
Hello Raven.

Why you includes DllMain? I think it isn't needed

just this:

Rob K
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Posted: 23rd Feb 2003 18:42
The crash is in your DLL not the DirectX or DBP Dlls.

The LOAD DLL command appeared to work fine but CALL DLL failed (the program crashed).

Is a DLL allowed to call DirectX functions while the parent app is still using them though?

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Posted: 23rd Feb 2003 22:46
well it works fine using it from within a DirectX Application, or rather calling it from withing one ... so i'm guessing its treding on the toes of something the professional does.

But surely the DBS team has a similar function for thier AntiAlias Available() function no?

certainly is quite comfusing to me

and Net, i'm not sure what you mean - the DLLexport has worked fine for many other things ... however it isn't the export that is the problem, its running the function

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Rob K
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Posted: 24th Feb 2003 00:11
Raven - I suggest that you email your DLL plus source code to Lee, or post a thread on the RGT forums in case anyone there can help.

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Posted: 24th Feb 2003 00:24
well i'd post in RGT... but i think you know why i can't (^_^)

yeah i might send this over to Lee or Mike later, just which they like checked the forums a lil and gave some sorta response once in a while - can be better having a community see a reply than just a single person and having to answer these kinda questions over and over and over again

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
n3t3r453r
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Location: Russia
Posted: 24th Feb 2003 09:34
I think that your DLL doesn't work becuase your pointers:

have no adress to point, they just are NULL .

Also in my opinion to get the DXdevice adress we must get it as parent of DXswapchain or DXsurface (i don't know exactly )

May be something like this will help?
IanM
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Posted: 24th Feb 2003 10:12
That's probably because the code Raven has shown us is not the complete code.
Shadow Robert
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Posted: 24th Feb 2003 11:18
erm... no they're called right
the code is complete as is, it works with a DirectX8 Application ... just doesn't with Professional
is a lil confusing

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Posted: 24th Feb 2003 11:19
remember i'm pointing to what is already there - not creating my own

thats what the LP versions of the Instance are (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
IanM
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Posted: 24th Feb 2003 14:17
But even so, you still need to populate your pointers, even if they point to something that's already constructed elsewhere.
Shadow Robert
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Posted: 24th Feb 2003 14:43
no i know, but thats only if they're not already populated by the inilisation ... LP just stand for Load Pointer, so your taking an extra instance for your own uses

kinda like using -> to populate one
but i think i might have missed something out which i have pre-made in my applications.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 24th Feb 2003 15:15
Would you like the code to my Screen Selection DLL (its for DX8, but may help) ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
IanM
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Posted: 24th Feb 2003 19:16
LP stands for 'long pointer' (a hold-over from the 16 bit days), and you must populate them somewhere to use them. Otherwise you will get the crashes you are experiencing.
n3t3r453r
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Posted: 25th Feb 2003 16:02
@MrTAToad:
Yes! Off couse!!!
Shadow Robert
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Posted: 25th Feb 2003 16:09
sure toady... feel free to email it and i'll take a look

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 25th Feb 2003 16:41
Okay - might or might not help...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 26th Feb 2003 03:31
Checking it over now... think i do have an idea for doing it

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 26th Feb 2003 10:56
Good!

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 26th Feb 2003 18:40
which would be true Sauron... if i used Direct3Ddevice in the function - but i didn't
which is why it isn't declared, and i don't have to create a device i simply have to grab the data from the currently in use device and remember to reset it pre and post use.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 26th Feb 2003 18:43
Thus my code wont be much use - I create a DX interface and use that...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 26th Feb 2003 19:26
... there are differences between how you grabbed your pointers to mine, told you has given me an idea to actually fixx it - so once i've finished my compiler i'll alter it slightly see if it works right.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
MrTAToad
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Posted: 27th Feb 2003 11:21
Fair enough...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
n3t3r453r
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Posted: 27th Feb 2003 11:40
@MrTAToad
Thanks for your source, but it isn't exacly what I and Raven needs.

We must get a Direct3DDevice from surface - g_pGlob->pHoldBackBufferPtr (in "globstruct.h"). But I don't know how If anybody knows, help as, please?
MrTAToad
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Posted: 27th Feb 2003 12:59
Didn't think that was quite what you wanted...

I haven't got around to trying the g_pGlob one yet.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Posted: 27th Feb 2003 13:05
try...



i think that right
but i can't be sure, god still have binary floating around in my head (damn'd BSP)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Shadow Robert
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Posted: 27th Feb 2003 13:07
oh yeah... and run the global pointer function in my first little code thing - else you can't actually retrieve anything with the global pointer

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
IanM
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Posted: 27th Feb 2003 19:55
You can try this to get the D3D object (this may or may not work - I haven't tried it):

LPDIRECT3DDEVICE9 MyDevice;
LPDIRECT3D9 MyD3D;
g_pGlob->pCurrentBitmapSurface->GetDevice(&MyDevice)
MyDevice->GetDirect3D(&MyD3D);
MyDevice->Release();

Don't forget to release MyD3D as well when you've finished, otherwise you'll leak memory and D3D will not shut down correctly.
n3t3r453r
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Posted: 28th Feb 2003 12:20
This willn't work, I've tried such variant But I'll try again. May be I've forgotten something

But I have one more question: how to initialize g_pGlob correctrly? What must be passed as LPVOID?

IanM
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Posted: 28th Feb 2003 13:24
You need to do this:



DBPro will call this function for you automatically.
n3t3r453r
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Posted: 1st Mar 2003 11:29
Anyway your code crushes DBPro

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