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MushroomHead
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Posts: 15 Joined: Wed Apr 27, 2005 2:55 pm
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by MushroomHead » Fri Jun 26, 2009 3:52 pm
Hello,
I hope I have posted this in the right forum. I have been away from purebasic for a while and am just getting back into it. Looking at the history of changes in v4.30's manual, I see the following :-
Code: Select all
[b]16th December 2008 : Version 4.30[/b]
- Fixed: DX9 subsystem on Windows
The manual keeps referring to DX7 renderer for 2d sprites and 3d engine so what uses DX9?
Digital Wargames
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Posts: 203 Joined: Sat May 23, 2009 4:39 am
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by Digital Wargames » Fri Jun 26, 2009 4:01 pm
If you specify the DX9 subsystem, it will use DX9 for sprite commands (not all are DX9 compatible) instead of DirectDraw7.
MushroomHead
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by MushroomHead » Fri Jun 26, 2009 4:03 pm
Thanks for the answer, one silly question, how do you specify DX9 subsystem? i.e. what command?
MushroomHead
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by MushroomHead » Fri Jun 26, 2009 4:05 pm
I just had a look, it says library subsystem ... what do you type in there?
gnozal
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by gnozal » Fri Jun 26, 2009 4:15 pm
MushroomHead wrote: I just had a look, it says library subsystem ... what do you type in there?
DirectX9 !
Have a look at your %Purebasic%\SubSystems\ directory.
For free libraries and tools, visit my web site (also home of jaPBe V3 and PureFORM).
Digital Wargames
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by Digital Wargames » Fri Jun 26, 2009 4:16 pm
There is also a third-party DX9 Subsystem that may give better performance, but also may not be compatible with current versions of PB.
Michael Vogel
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by Michael Vogel » Fri Jun 26, 2009 6:49 pm
Be careful using 3D Sprites and floating point calculations
together with the DirectX9 subsystem
At least the 32Bit version has still (or again?) bugs which makes terrible problems to do precise double calculation together with 3D sprites
.
Therefore some of my applications (e.g.
Forerunner ) still have to be compiled using the default DirectX7 subsystem.
Michael
Digital Wargames
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by Digital Wargames » Fri Jun 26, 2009 7:25 pm
Michael Vogel wrote: Be careful using 3D Sprites and floating point calculations
together with the DirectX9 subsystem
At least the 32Bit version has still (or again?) bugs which makes terrible problems to do precise double calculation together with 3D sprites
.
Therefore some of my applications (e.g.
Forerunner ) still have to be compiled using the default DirectX7 subsystem.
Michael
Does the third-party DX9 subsystem have this issue?
Michael Vogel
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by Michael Vogel » Fri Jun 26, 2009 7:28 pm
Digital Wargames wrote: Michael Vogel wrote: ...
Does the third-party DX9 subsystem have this issue?
No, I haven't tried any third-party solution for now. If you have any links for such a sub-system, I will give it a try...
Michael
netmaestro
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by netmaestro » Fri Jun 26, 2009 9:02 pm
Hehe, that is the PureBasic DX9 subsystem iirc. Fantaisie acquired this from Stefan Moebius and added it to PB for the 4.20 version. It was quite buggy and hardly usable but Fred got most of the bugs out of it for the 4.30 release and it's really quite solid now. (though there could be some issues remaining, like Michael Vogel's). When 4.20 came out with a DX9 subsystem in it, I noticed right away that it had the exact same bugs and behaviors that S.M.'s had, and sometime later the general buzz was that this is where it originated.
I'm not 100% certain of the above, so if I'm out to lunch - sorry! (but I don't think so)
BERESHEIT