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DarkBASIC Professional Discussion / Can anyone tell me what is wrong with this picture?

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Shadow Robert
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Posted: 11th Jul 2003 11:53 Edited at: 11th Jul 2003 11:57


bloody post cut it up
ho hum... i'll be interested to see the responses

The Darthster
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Posted: 11th Jul 2003 12:33
Ooh, blue screen!

What's supposed to happen? You've changed the fvf, so I'm not entirely sure what bits of the memblock you are changing. The object isn't visible though, even with specific camera commands to look at it.

Once I was but the learner,
now, I am the Master.
Shadow Robert
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Posted: 11th Jul 2003 12:42
i'd check your copy of dbp cause it work on my system and a few others, tested it and tinkered well before i posted this.

i can tell you it SHOULD be showing a triangle - but any more than that and you can just figure it out on your own. lol i've deliberaly made it a little more difficult to realise what is going on so people are gonna have to open up thier manuals to figure what i've actually done (well most i know a few will understand)

but my point is... a small grey triangle not cool at all

The Darthster
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Posted: 11th Jul 2003 13:40
Ok, I'll make an educated guess.

By the format of the numbers you're putting in the memblock (ARGB?), and because of the word 'grey' in your last post, I'm guessing you're trying to set the diffuse colour of the vertices in the triangle.

It still isn't working, I can make the object appear if I don't change the fvf and bypass all the memblock stuff, but then that isn't much use. Oh, and positioning it a little way along the z axis. I think I have patch 4.1 installed, and DX9.

Once I was but the learner,
now, I am the Master.
Shadow Robert
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Posted: 11th Jul 2003 16:14
i've got patch 1.04.1 Dx9 Retail on here, works fine ... and a few other guys have tried it too (though they wanted to know why i was just showing them a spinning triangle lol)

but to be honest this kinda thing is really starting to piss me off, especially as i have no access to the actual object instances because of the stupid limited access to the DBP Pointer system which means i can't even edit thier render routine to even add my own Vertex Colour rendering

and the worst part if that because of this the Shaders that require them don't work because it just isn't passing the data it needs, the only way i've been able to get it to work is to actually recode my OWN object functions - but that kinda defeats the point in using DBP

Yuri
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Posted: 11th Jul 2003 16:59
i can see a grey triangle rotating it is full grey, with no shading or somethings

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MrTAToad
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Posted: 11th Jul 2003 17:00
I did put in a request to get access to the DX handles ages ago - might be worth sending an e-mail to 'you know who'...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Shadow Robert
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Posted: 11th Jul 2003 17:41
lol... you wanna see the response i got Toad from Mr. 'you know who'?
i hate waiting for things - atleast i know that either u5 or u6 will include the DFO Documentation which should help, but was hardly what i wanted.

i know that a good few people aren't going to goto U5 simply because its Dx9 ... so what they impliment later really don't matter to me right now, sure i'll upgrade my stuff once the info is released but what i'm thinking of is the here'n'now.

right here'n'now i NEED the interfaces.
luckily i think i've found a backdoor ... and i'll be happy to share the info once i figure out exactly howto get my foot in without killing DBP.

but i've been sniffing around the D3D INFO interface, there are some sections not documented in the help but are in the include files - i can already find out how many instance are available, how many are in the system ram and how many are in the video ram, plus the pointer to the first instance ... but so far everything else seems just outta reach might be time to do some asm snooping hehee

MrTAToad
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Posted: 11th Jul 2003 17:55 Edited at: 11th Jul 2003 18:00
Was it the same response as mine - 'We may think about it if enough people request it' ?
I would certainly like to get hold of the DX interface - saves having to have two sets of DX interfaces running for my FunctionMapper DLL, for example...

If you find away around that, let us know... I really would like to do interrupt driven sprite/object movement.

With IanM's core module - does that allow acces the the DX stuff, or just the commands (haven't used it y'see).

Yes, the DX help system is pretty poor - but then the whole DX system is not exactly efficient. Its time they dumped DX3/5 and 7 really.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
IanM
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Posted: 11th Jul 2003 20:01
The library doesn't at the moment ... We may think about it if enough people request it

I need to re-release the interface library anyway because I added an extra function to allow you to put a callback in place from the hijacked ReceiveCoreDataPtr function to let you do initialisation once the core ptr is available.

I'll take a break from learning EBNF and put it in for you tonight.
IanM
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Posted: 11th Jul 2003 20:16
Ah, I see. It's the CONVERT FVF command - it's not converting the object format.

With the FVF format of 274 (0x0112) in the memblock you are in fact overwriting the normals.

That's why my landscape stuff worked - it's all generated the other way.
Shadow Robert
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Posted: 11th Jul 2003 20:20
nope ... my response was
Quote: "You would need the Basic3D to expose some
of its internal DBO handling functions (dbofile->memory->dbofile). If
you learn news that we have started the DBO specification document,
email me reminding me of this requirement again and I will make sure it
goes in."


but i think its because i wanted the instance pointers/structures to the 3d setups to import my own format (or piggyback as he put it)
the interfaces and DLLs used for Dx7, 8.1 & 9.0 are totally different - even the headers are completely seperate, the entire back catalogue to Dx7 was dropped in 8.1 with the new system. But that said i doubt they could 100% drop it without killing the entire Driver database that'd be built up over the past 8years.

so really they've gotta wean developers from it, getting better (one footstep at a time though )

well anyways thats 3 users who want it now ... the current global struct is a big tease, kinda like having a window to the girls locker room - only through frosted glass

its stupid right now, i've had to resort to users loading texture seperately for my terrain ... even more vid memory - looks like this'll be a 16mb prefferably 32mb vid memory feature atm

no instancepointer'n'fulldxaccess make Raven something-something hehee
well back to looking

Shadow Robert
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Posted: 11th Jul 2003 21:08
oki doki... i've come to the conclusion that without atleast knowing the structure in which he has used to declare the resources, essentially i think its impossible.

i dunno - wish i wasn't such a jnr at all of this, probably some C++ thing i'm missing ... but i think if you guys can grab the data it'll be declared in d3d8types.h and have some structure relation between the IndexBuffer / VertexBuffer / DxBuffer using the Resource Interface.

to be honest i can't even figure out howto recall my own pointers, so i've just set each object pointer values into an array and structured the query, add & destroy standards.
then on exit if they're not deleted already i just run through and destory whatever the user hasn't.

ho hum ... almost finished with simple terrains using Heightmaps, given them the ability to layered textures - but for memory reasons i've decided to keep it to only 2layers and blend them on-the-fly.

just debateing whether or not to work on a mini-shader language, might only be two layers but people might appriciate the additional control

Shadow Robert
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Posted: 11th Jul 2003 21:25
333 14C 00008111 ?UnlockVertexData@@YAXXZ

i found this in the Basic3D DLL ... i don't remember there being an UnlockVertexData function in DBP - might be a good lead, especially as it looks like it returns a dword.

MrTAToad
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Posted: 11th Jul 2003 21:27 Edited at: 11th Jul 2003 21:33
Good luck with that!

And Ian - would be good if you could get hold of the interfaces...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Rob K
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Posted: 11th Jul 2003 21:41
@Raven

That is part of the VERTEXDATA commandset due for release with P6.

FVF 338 works fine if you make your own memblocks from scratch but not if you try the CONVERT OBJECT FVF command.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
IanM
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Posted: 11th Jul 2003 21:46
MrTAToad: The library is already updated - it just takes a little longer to update the package, documentation and website

Raven: Unless you trace the code into the DLL, your not going to have much luck with the Basic3D DLL. I have a complete list of functions inside that DLL that are not DBPro commands, and none of them give the slightest clue about the internals of the mesh/vertex handling of DBPro. If they did, I wouldn't be mucking around doing my own landscape engine in BASIC

I can send you a copy of the list if you want - it also contains a translation of the function prototype ... '?UnlockVertexData@@YAXXZ' becomes 'void UnlockVertexData()'
Shadow Robert
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Posted: 11th Jul 2003 22:09
i could throw a tracer in... shouldn't be too hard, just do and active track of the memory when calls are made.

i know the answer is in the Basic3D if it'll be anywhere cause of something Lee said - what i can't understand is that the Blitz style editing took me a matter of 2hrs to complete, so wonder why they're not even in DBP
especially if Lee's been planning ahead for these since p3.0

well no matter ... think i'm gonna sign off for a while, else the forums will distract me - have my terrain up tonite, hopefully with fully working geomipmap and presets ... work on a shader scripter tommorrow, the interface for it would just be a pain in the ass to do right now.

IanM
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Posted: 11th Jul 2003 22:11
Just uploaded the Interface library.

Before you do too much code though, remember that DBPro is moving to DX9, so code defensively ...
Shadow Robert
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Posted: 11th Jul 2003 22:15
well this interface takes into account which version of Dx is being used ... and exports the right interface controls on loading the DLLs based on Dx version and then are accessed through the IRavenTerrainDx interface

seemed the most sensible way of achieving it... i just hope that the global structure doesn't change cause them i'd be stuffed lol

IanM
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Posted: 11th Jul 2003 22:32
I've just emailed Lee about that this very moment - I have code that currently uses the current bitmap surface pointer there.
Shadow Robert
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Posted: 12th Jul 2003 07:38
yeah thats what i have... i use that as a stepping stone for the rest of the information using



then have that currently setup to get the D3DVERSION from the code i nicked from the help which checked for features available over checking the Registration.
I wish they'd setup an actual system function for declaring Dx on a system like they have for Windows/Office versions - seems odd they don't.

but failing that i could always check against the SDK_DEVICE, as 8/8.1 uses 220 and 9.0 uses 230 ... kinda a little failsafe to make sure your using the right version.

hope the answer you get is a good one

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