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Dark GDK / I am excited!

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Funkbrotha10
15
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Joined: 2nd May 2009
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Posted: 2nd Aug 2009 05:08
I just found that you can use native directX calls while working with Dark GDK

for example I just used


dbCls ( D3DCOLOR_XRGB(0,40,100));

and it worked perfectly.


this is a great tool for more advanced users who want to squeaze more power out of their game

it was once said that a million monkeys at a million keyboards could re-produce the works of shakespear...
Now thanks to the internet we know that that is not true
Zuka
16
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Location: They locked me in the insane asylum.
Posted: 2nd Aug 2009 11:33
Of course...

I believe dbRGB is basically just like this:



Drowneath
15
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Location: In your eyes
Posted: 2nd Aug 2009 11:41
Then make your own DX wrapper.

if(asleep) sheep++;
Zotoaster
19
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Location: Scotland
Posted: 2nd Aug 2009 11:50
I think RGB is actually just as simple as:



I may be wrong with my values somewhere, but I don't think so.
Matty H
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Location: England
Posted: 3rd Aug 2009 00:38
While we are on the subject can we use Direct Input to make Xbox 360 control pads work with GDK?
power mousey
User Banned
Posted: 3rd Aug 2009 01:35
woa-A and yeah! Funkbrotha10 =0)

it does work.
I was just using dbCLS(dbRGB(10,10,250) );

Been using DARKGDK for a few weeks.
Thanks, its good to know.

"_"
prasoc
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Posted: 3rd Aug 2009 03:05
matty, that's what I use for my controller input. It works fine


Your signature has been erased by a mod
Zuka
16
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Posted: 3rd Aug 2009 03:09
Actually, Zotoaster, this way would be much faster (no multiplication or adding):



Lilith
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Location: Dallas, TX
Posted: 3rd Aug 2009 03:15
I think this is actually what you mean



or



if you don't mind the extra code to shift the alpha channel just to make its purpose more clear.

Lilith, Night Butterfly
I'm not a programmer but I play one in the office
Todd Riggins
19
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Joined: 29th Oct 2004
Location: Texas, USA
Posted: 3rd Aug 2009 04:19 Edited at: 3rd Aug 2009 04:31
D3DCOLOR_XRGB isnt exactly a "native" directx call like "IDirect3D9 * Direct3DCreate9( UINT SDKVersion );" would be. It is a C++ macro defined in the d3d9types.h header file. It basically does what Zuka and Lilith has done above.



I haven't checked yet, but we might be able to call "GetDirect3D" and "GetDirect3DDevice" in a similuar way in calling "Make NewObject". If we can get those Direct3D pointers, then we should be able to call native DirectX functions using what Dark GDK has already initialized. Hopefully we can. Has anybody tried it? I know with making a DBPro dll we can do this.


matty ( and anybody else interested ), Im going to port my free xbox 360 library for dbpro over for Dark GDK to use. I would love to hear what you think of it when I get it done{ check sig ). The only real thing I really dont like about using Direct Inpit with a xbox 360 gamepad controller is that the gamepad's analog left and right triggers are tied into one value. They basically balance each other out. If you use the XInput library directly for it, then each trigger value will have it's own value like normal.



Zuka
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Location: They locked me in the insane asylum.
Posted: 3rd Aug 2009 12:08
Oh yeah, oops, Lilith. You're basically the one that taught me that, anyway. I knew something was wrong with that.

Matty H
15
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Location: England
Posted: 3rd Aug 2009 14:42
Quote: "matty ( and anybody else interested ), Im going to port my free xbox 360 library for dbpro over for Dark GDK to use. I would love to hear what you think of it when I get it done{ check sig ). The only real thing I really dont like about using Direct Inpit with a xbox 360 gamepad controller is that the gamepad's analog left and right triggers are tied into one value. They basically balance each other out. If you use the XInput library directly for it, then each trigger value will have it's own value like normal."


I would be very interested, in fact this would save my life.
Funkbrotha10
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Posted: 3rd Aug 2009 20:24
yeah it would be really good if we could acess the Device and the window handle. that way we would have complete control

it was once said that a million monkeys at a million keyboards could re-produce the works of shakespear...
Now thanks to the internet we know that that is not true
AlexI
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Location: UK
Posted: 3rd Aug 2009 21:13
You can get both the device ( dbGetDirect3DDevice() ) and the window handle ( g_pGlob->hWnd )

Todd Riggins
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Location: Texas, USA
Posted: 3rd Aug 2009 22:05
Sweet, thanks for the headsup, AlexI

Funkbrotha10
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Posted: 8th Aug 2009 22:13
ok I have acessed the graphics device by means of


IDirect3DDevice9* GraphicsDevice = dbGetDirect3DDevice();


it workd perfetly now I am gonna acess the Direct3D object

it was once said that a million monkeys at a million keyboards could re-produce the works of shakespear...
Now thanks to the internet we know that that is not true
Caleb1994
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Location: The Internet you idiot!
Posted: 9th Aug 2009 03:32
the command is:

IDirect3D9*dbGetDirect3D();

i am pretty sure, though you probably already know that

if not right click on dbGetDirect3DDevice() and click "Go to Definition" and it will be right above(to get the D3D object)

Dang btw making a object using vertices with just D3D is a pain. just for a cube!

New Site! Check it out \/
AndrewT
17
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Location: MI, USA
Posted: 9th Aug 2009 04:35
Unfortunately DGDK gives us very little control over the rendering of our applications and so integrating native D3D can be difficult if you want to do anything complex.

i like orange

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