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Program Announcements / D3DFunc V3.0

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cyangamer
16
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Joined: 2nd Jun 2008
Location: Houston, TX, USA
Posted: 23rd Jul 2008 17:54
Aye, I figured out the problem: I have a widescreen monitor on a normal resolution. It's messing up a few 2D things on the screen.

a total noob.
Currently working on - D3D_Text
Sixty Squares
18
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Location: Somewhere in the world
Posted: 25th Jul 2008 15:50 Edited at: 25th Jul 2008 16:33
Cloggy, I must say (again) that I'm really loving this plugin! (as well as all of the updates you've made to it ) I've been using it in all of my games, and it's really speeding things up. One quick question...

Is this plugin royalty-free? If one wanted to use it in a commercial game, could they? Sorry if this has been asked already...

Thanks,
-Sixty Squares

Cloggy
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Posted: 25th Jul 2008 21:56
Sixty Squares,

No problem using it in a commercial game, Just mention it in the credits.

Sixty Squares
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Posted: 26th Jul 2008 00:30
Cool thanks Good to know.

Manson_NS
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Location: Denmark
Posted: 14th Aug 2008 16:29
What limits the number of instructions for the batch drawing?
Apparently there's a limit about 10^6 dots (for my PC at least)
Would it be possible to push this barrier? -apparently the drawing stops before the fps gets lower than 25fps, so I'd like to push it even further if possible?
Diggsey
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Posted: 14th Aug 2008 17:21
Just do two batches. Anyway, 10^6 is more than enough to fill the whole screen! Why would you need more?

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Nano brain
16
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Posted: 14th Aug 2008 21:52
Cloggy,

I hadn't heard of this DLL of your until now. So, I want to greatly thank you for the addition to my DBP compilation. This DLL is going to help me greatly. Thanks.
kaedroho
17
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Location: Oxford,UK
Posted: 12th Sep 2008 20:54 Edited at: 12th Sep 2008 20:55
if i use 'd3d_init' after 'set display mode' my app crashes. im using DBPro V7.0 Beta 4. It does this for ALL of my games and is getting very annoying.

Cloggy
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Location: Rayleigh, Essex
Posted: 12th Sep 2008 22:08
kaedroho,

I'm not really in a position to work on this at the moment. My DBPro is only on 6.7. The source for D3D_Func is on my website, I'm sure there will be someone who can take a look. Batvink posted an example of calling d3d_init after changing the screen resolution. This caused a similar problem that I fixed. Does that sample fail for you?

If I get a chance I will look, but it is unlikely for a week or so I'm afraid.

Sorry

BTW are you on the latest version?

kaedroho
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Location: Oxford,UK
Posted: 12th Sep 2008 22:46
Im on the latest version and the example that Batvink posted goes through all 3 tests without fail. So im going to download the code and see if i can find the problem.

General Reed
18
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Posted: 4th Oct 2008 06:14
Is there any sprite mixing support with this plugin, so i can have an image backed button for example?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

kaedroho
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Location: Oxford,UK
Posted: 4th Oct 2008 18:32
Crashing sorted, but i cant get AdvancedSPRITES to initialize after setting the display mode when Initializing d3d_func at the same time. But they both work well together if i dont change the displaymode.
BatVink
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Posted: 5th Oct 2008 17:12
I have the crashing issue too. I have fixed it for my specific scenario, where I only use D3D_Line

sync on: sync rate 0
autocam off
backdrop on
d3d_init

I believe you don't need to use D3D_Init any more, but in this case it's a fix.

If this helps, I found that adding another DLL by including an extra command fixes it. In my case, I added a Blue GUI command to fix it.
I had this scenario previously with Styx and EzRotate. Styx was causing an error in EzRo, and messing with the inclusion of other DLLs was enough to sort it.

Not a solution, but maybe food for thought.

cjb2006
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Posted: 21st Oct 2008 19:47
I just updated DBP to 1.07 and there seems to be a problem with D3D_Set_Ortho_Projection. In both the D3D_Isometric_1 example and my own project the 3D models are detectable (mouse pick) but are not visible on screen. I have an ATI HD3xxx series video card. Anybody else see this?
revenant chaos
Valued Member
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Location: Robbinsdale, MN
Posted: 29th Oct 2008 11:48
cjb2006, after the upgrade I have the same problem now with an editor I made a while back.
Cloggy
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Posted: 29th Oct 2008 12:05
I have emailed Lee asking for un updated camera structure. This should solve the problem once I get it and recompile.

Cloggy
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Location: Rayleigh, Essex
Posted: 30th Oct 2008 21:50
I have recompiled v3.7 to work with DBPro 6.9+

This version will not work with previous versions. The new download can be found on the first post of this thread. Just click on the download button.

It is a dll only release as all the documentation for 3.7 still applies.

I will update the website soon.

Sergey K
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Posted: 31st Oct 2008 15:01 Edited at: 31st Oct 2008 15:02
looks like on 7.0 it worked all gr8 until now; i got a weird error message:

it worked perfectly after i remove the plugin from the exe.

Get DBP stuff here! - (plugins/models/scripts and more!)

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Cloggy
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Posted: 31st Oct 2008 16:12
Sergey,

Do you mean it worked perfectly with the old version or that the new version worked ok until you got that error?

Can you run any of the examples?

Can you recreate the error with any code snippets that you can send me?

Sergey K
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Posted: 1st Nov 2008 00:56
well idk.. it worked perfectly. worked worked worked, suddenly that error..
but i think the problem is mine though.. its not the only app that shows me that kind of error..

Get DBP stuff here! - (plugins/models/scripts and more!)
Cloggy
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Posted: 1st Nov 2008 01:15
I'm not sure. I have just found one of my test apps runs perfectly whe I compile the dll in debug mode but gets a similar error when I compile in release mode.

It works if I add a d3d_init right at the beginning. I'm working on finding out what's happening, but as I can't debug it's a slow process!

I'll keep you informed on what I find. He is the debug version. It's a bit large but you could try it to see if it helps for now.

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Sergey K
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Posted: 1st Nov 2008 20:42
looks like when i installed ur old 3.6.6 version and it worked for me..

and this one u just puted works here 2.. thx

Get DBP stuff here! - (plugins/models/scripts and more!)
Duffer
21
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Location: chair
Posted: 9th Nov 2008 19:57
@ Cloggy,

Got the latest version of this DLL and DBPro...

Really want to generate an isometric TEXTURED cube - but whatever I try I just get the grey one... something is no doubt wrong with my code (below) - can you see what?



Help...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
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Posted: 9th Nov 2008 20:18
sorry - ignore last entry - it was where I loaded in the image - the following code works perfectly well:-



a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Cloggy
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Posted: 9th Nov 2008 20:21
@Duffer,

Just logged in and was about to tell you that. You beat me to it.

Duffer
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Posted: 9th Nov 2008 20:46 Edited at: 9th Nov 2008 21:04
although - how do I then grab an image from that camera accurately? at the mo it displays my nice brick cube about 2/3 of way down screen and in middle - fine, now I want to capture the image within DBPro...?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Cloggy
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Posted: 10th Nov 2008 00:34
You would use the GET IMAGE and SAVE IMAGE commands

Duffer
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Posted: 10th Nov 2008 19:54
@ Cloggy - no worries - sorted it - and now I can generate properly lit and textures 2d isometrics for my 2d isometric rpg - woohoo

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
AlexI
19
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Location: UK
Posted: 20th Nov 2008 18:01
Could you make a libary so we can use it with Dark GDK?

Cloggy
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Posted: 20th Nov 2008 20:20
I've no objections to it being done, but I have no knowledge of how to do it. Your best bet is to post something in the Dark GDK forum.

Morcilla
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Location: Spain
Posted: 25th Nov 2008 12:02
It would be great to have this fully into DGDK for once and for all.
First I've tried is to compile the current DLL D3DFunc v3.7 using VS2008, but I've encountered this issue in 'general.h':

Cannot open include file: 'sCamera.h': No such file or directory

Plese can you tell me where is that file? I cannot find it in the DGDK headers neither in the D3DFunc v3.7 source project... Thanks.

Also, I encourage anyone using DGDK to collaborate in this if they can.
Syncaidius
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Location: United Kingdom
Posted: 25th Nov 2008 13:58 Edited at: 25th Nov 2008 14:00
Hey cloggy, I thought i'd say thanks for this awesome plugin. I know batched line and dot drawing has been in it for ages now but I decided to play around with batched 3d lines today. Drawing a grid for a 1000 x 1000 world (thats 1000 across and 1000 down, 2000 lines) I gained exactly 209 FPS more than I would have if I had drawn them all without batching (pretty much what WORLD V1 currently does).

Great work Cloggy, as always.

GIDustin
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Posted: 29th Nov 2008 02:27 Edited at: 29th Nov 2008 02:38
Having problems with the polygon command. Run the following code, and then uncomment the polygon statement and run again.



For me at least, the first time I run i get my screen split in half down the middle, and a colored gradient on each side.

After uncommenting the polygon (which BTW should be a green diamond in the dead center of the screen), I get a green diamond in the dead center of the screen with no gradients at all.

Now, this isn't how I discovered the problem, but I decided to try to pin down the problem to avoid posting thousands of lines of code. What did happen was that once I put a diamond in my code, half of my boxes stopped working.

I tested this with a version of d3d_func dated may 2008. I updated to the october 30 version with the same results.
GIDustin
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Posted: 29th Nov 2008 02:45
ok, solved my own problem. Apparently you need to wrap d3d_polygon statements like you would text, with the d3d_starttext and d3d_endtext, even though there is no text involved.

Carry on people, nothing to see here... :p
Vickie
18
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Posted: 30th Dec 2008 19:03
Hi Cloggy,
I just wanted to leave you a note and tell you how cool I think your dll is. Thank you so much for this! You are very creative~

Always~
Vickie

Cloggy
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Posted: 30th Dec 2008 21:30
Vickie,

You're welcome. I'm just happy to see people find it useful.

General Reed
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Posted: 11th Jan 2009 01:13
Hi, Ive found a bug regarding the command "D3D_ROUNDED_BOX". Basicly, If i render a filled rounded box, Before a square box, The square box never gets rendered. Vice versa, and both boxes render. Heres a code snippet demonstrating this:



Am i missing something? If so please let me know.

Cheers

-General Reed

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Cloggy
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Posted: 11th Jan 2009 01:42 Edited at: 11th Jan 2009 13:39
General Reed,

I'm just about to log off. I'll check this out for you tomorrow.

EDIT - I've had a look and found the problem. I've made a temporary correction for you (attached).

This version works with DBPro 7.1 though and will not work on the older versions.

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General Reed
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Posted: 11th Jan 2009 16:16
Thanks a lot. Hehe, You live in essex too? I live in the colchester area.

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

BatVink
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21
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Location: Gods own County, UK
Posted: 11th Jan 2009 17:49
Not much info behind this, but I had to stop using it again at U7.1 due to a crash on loading.

I am (was) only using D3D_line and the code crashed on loading, even when the D3D commands were not executed. Unfortunately I can't post anything as it only crashes in my 6,500+ line source, and only on one of my two machines I test it on (both running same version of DirectX, one Win XP and one Win XP Pro). But removing the D3D commands fixes the problem.

General Reed
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Posted: 11th Jan 2009 17:52
Yes i had this problem the other day actualy, But strangely it only happend if i used a D3D command in the main source code file. If i used it in any includes the crash did not occour.

It also seems to happen when i have fraps running sometimes.

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Cloggy
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Posted: 11th Jan 2009 20:40
@General Reed,

I live in Rayleigh.

BatVink. I'm wondering if you have a debug version of the dll. Is the dll definately the same size on both machines?

Does it fail immediately? D3D_Init is called internally as soon as you code is executed so it's most likely to be inside that code.

I could provide a test version with message boxes to attempt to track the problem down if your ok to try that.

Oneka
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Location: Hampton,VA
Posted: 11th Jan 2009 21:25
Hey Cloggy, I loved your plugin and I was wondering if there is or will be one for DarkGDK?


Making dreams possible, one line at a time...
Cloggy
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Posted: 11th Jan 2009 21:36 Edited at: 11th Jan 2009 21:44
Oneka

I think people have converted parts of it. I've been trying to find out what needs to be done as I've tried converting it to a lib and using it in DarkGDK without any luck.

If anyone reading this can help then I'm all ears!

I have tried convering to .net using slimDX but the .net GDK is missing some functions I require. At the moment I can do no more.

EDIT - Just in case someone who knows about these things is watching this. I get the following error when compiling using my library in a DarkGDK app.



I have the path to the .lib file included correctly anf have the following include file.



Any ideas what the problem is?

Morcilla
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Posted: 13th Jan 2009 14:17
I wish I could help, but I'm stuck at the same point with the same error

I converted parts of it, but instead of creating a library, I took the source code and header files and I inserted them into the projects as a bunch of functions.
Still, some compiler errors raised in some functions and I was not able to use them.

I understand that the libs are more elegant but, what do you think, couldn't we adapt just the source code?

If you don't mind, I'll post a thread requesting assistance in the DGDK forum... Perhaps someone there knows what's the problem with the library creation
Cloggy
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Posted: 13th Jan 2009 15:13
Morcilla,

I have gotten somewhere with this. I'm currently have two issues. The first is when I compile my d3dfunc lib in debug mode I get an error in when compiling the application I use to test it. I will upload the errors when I get on my home PC this evening.

The second it that 1 particular function
within the GDK comes up with the same error as in my previous post.

When I do some more investigation tonight I will post some more.

I have generated a thread in the DGDK forum regarding this and you could post further questions in there maybe?

Cloggy
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Posted: 17th Jan 2009 01:35
I have managed to get D3DFunc converted to a DGDK compatible library.

I am currently attempting to convert my current showcase example (25% done). In the meantime I thought I'd upload the relevant files for anyone who would like to try them, I've not tested al the functionality, but everything I have tested seems to work well.

The only thing I did notice is in my comparison text test, the DBpro dll version gets 5 fps displaying 2000 text items using DBP text command and 30 fps using D3D, but in the DGDK version the results are 5 and 15 fps.

Not sure why the difference is less on GDK.

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BatVink
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Posted: 17th Jan 2009 15:05
I'll try and get back to your question this week, just fleeting past at the moment.

On the working machine, it is running the version built 17/5/08, 19:12, 516 KB (528,384 bytes)

AlexI
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Posted: 17th Jan 2009 17:02
Thanks Cloggy I will test it out now. DGDK seems to have lots of FPS problems It is also capped at 60fps for some reason, when DBP is not.

AlexI
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Posted: 17th Jan 2009 17:13 Edited at: 17th Jan 2009 17:17
How can I just make some 3D text?

This is what I tried, but I get an access violation:


Thanks,
Alex

EDIT:

Worked it out this works really good Cloggy!


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