SpriteDX9 Lib - New release - v0.58

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Post by Shannara »

Hmm, a help file or something with a complete list of commands and what they do would be quite helpful :) The link to the forum above doesnt work for peeps who dont speak german ... :)
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Post by va!n »

Version 0.52 released! [27-August-2005 @ 23:20]
- BoxDX9(x,y,width,height,RGB) added
- CreateTextureDX9(width,height) added
- German HelpFile added

Hi Shannara! Thanks for your reply! The actual version 0.52 contains a german help file! An english version of the filefile will follow very soon and is nearly done ;-)
About the german link... so i created this english link, where people can write their comments, as i am in direct contact with Deeem2031 :-)
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Post by Shannara »

Thank you for the info :) Ive been looking for a sprite3d replacement for a very long time. I feel the current one is missing a few commands such as the ability to color the four corners of a sprite, different colors. Thus the ability to emulate lights.

There were a few attempts on this forum but none of them was stable enough for us :( Does this lib provide ability for coloring sprites by their corners? (Im sorry if this have been answered before.
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Post by va!n »

@Shannara:
No problem! :wink: As you may have noticed, we finaly added an english helpfile! I think you are not alone who is looking for a sprite/sprite3d replacement and even looking for DX9 support. When you are talking about coloring the corners of a sprite, i think you mean something like...:

Code: Select all

        A------B
        |         |
        |         |       This is for example our sprite / texture ...
        |         |
        C------D
You define for each corner "A,B,C,D" a color and then you want a colorgradient between each corner-color!? With SpriteDX9 you can change the colors and alphachannel of each sprite by defining it at:

Code: Select all

hTexture_DisplaySettings\ColorFilter = $FF00FFFF ;Don't display the red channel (AARRGGBB)
What do you mean with emulation lights? lights on sprites/textures (known as bumpmap for example!?) for lights for real 3D objects?

I know there are some attemps on the forum and i have to agree with you! (even all or still most of the attemps are based on DX7 afaik). I am sure we will have a very stable and powerfull version of SpriteDX9 soon! But we need the help of people testing this lib and posting their comments/bugs... :wink: Personally i have really to say, Deeem2031 did and is still doing a great job! (keep on your work ;-)
Last edited by va!n on Tue Aug 30, 2005 9:14 pm, edited 1 time in total.
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Post by va!n »

SpriteDX9 v0.52 - Bug!?:

F1 for HelpFile:
If you installed the helpfile correctly, it will be opened but you dont get the help of the command you wanted! you have to click with your mouse on the left side (menu) - then it works! (we dont know yet why this happen - someone an idea?)

Flags for StartDX9:
The flags missed in the helpfile! This are now added to the helpfile in the actual version you can download!
Last edited by va!n on Tue Aug 30, 2005 5:44 pm, edited 1 time in total.
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Post by va!n »

A new version has been released... (please check the first poste)

Whats new in version 0.53:
- RGBA(R,G,B,A) added
- DrawingBufferSupport for textures (DrawingBufferStartTextureDX9()/DrawingBufferStopTextureDX9())
- DrawingBuffer procedures are now threadsafe and having now a *DrawingBuffer.D3D9_DrawingBuffer parameter.
- DrawingBufferDX9() removed
- DrawingBufferPitchDX9() removed
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Post by va!n »

A new version has been released... (please check the first poste)

Whats new in version 0.54:
- BoxDX9 fixed
- LoadSpriteDX9() added
- DisplaySpriteDX9() added
- FreeSpriteDX9() added
- CreateSpriteDX9() added

@all:
Please give us your feedback! - Thanks!
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Post by djes »

Your lib is VERY interesting, thank you!

LoadSpriteDX9 doesn't work, you're right. Moreover it doesn't give an error if the filename is incorrect.
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Post by va!n »

@djes:
thanks for your compliment and for the bug report! Btw, Deeem2031 is the author of this great lib! :wink: i am only responsible for the english support ;)
Last edited by va!n on Tue Aug 30, 2005 9:14 pm, edited 1 time in total.
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Post by djes »

Oki! Maybe I could translate the doc in french in the future?! :)

Do you know if sprites functions will support alpha? I've tried a bit and it didn't work.

In the english doc, you read this

Code: Select all

Result = DrawingBufferStartDX9(*DrawingBuffer.D3D9_DrawingBuffer)
but in the example, there's

Code: Select all

DrawingBufferStartTextureDX9(hsprite, @DrawingBuffer.D3D9_DrawingBuffer)
Keep up the good work :)
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Post by va!n »

@djes:
oh cool! thanks, i like your idea to do the france translation of the docs! I will talk with Deeem2031 about this :wink: (but i am sure, he would like the idea and your support too ;)

i havent reached Deeem2031 today, so i cant tell you something about the AlphaBlending for Sprites! But atm i am trying to do a small SpriteDX9 example for the public... (maybe i will add/try to add AlphaBlending Sprites if possible...)

I havent tried yet, if AlphaBlending is possible on Sprites... but i think it could be possible with something like:

Code: Select all

 hSprite = CreateSpriteDX9(64,96)
 hSprite_DisplaySettings\ColorFilter = $FF00FFFF ; Channels  for AARRGGBB
About the DOCS and example....

Code: Select all

DrawingBufferStartTextureDX9(hsprite, @DrawingBuffer.D3D9_DrawingBuffer)
This is the correct usage! Since SpriteDX9 v0.54 you can set a hSprite-parameter for the command DrawingBufferStartTextureDX9() and for StopDrawDX9()
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Post by djes »

Ok, thanx!
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Post by va!n »

A new version has been released... (please check the first poste)

Whats new in version 0.55:
- CatchTextureDX9() added
- DisplaySpriteDX9() fixed (still beta)
- BoxDX9() improved
- LoadSpriteDX9() fixed (Thx To PureFan)
- CatchSpriteDX9() added

@all:
Please give us your feedback! - Thanks!
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Post by va!n »

A new version has been released... (please check the first poste)

Whats new in version 0.56:
- OpenScreenDX9() title-Parameter changed To hwnd-Parameter If #PB_D3D_Windowed is set
- SaveTextureDX9() added
- SaveSpriteDX9() added
- Textures can now have none 2^x-widths/heights
- DisplayTexture_Struc\pSrcRect replaced by DisplayTexture_Struc\*pSrcRect, so it can be zero If you don't want to use it
- DisplayTexture_Struc\pCenter replaced by DisplayTexture_Struc\*pCenter, so it can be zero If you don't want to use it
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Post by va!n »

A new version has been released... (please check the first poste)

General:
DisplaySpriteDX9() does not work correct until now but here we go with a new version and some new commands... :wink:

Whats new in version 0.57:
ColorFilterDX9() added
LineDX9() added
SetLineWidthDX9() added
GetLineWidthDX9() added
LoadFontDX9() added
DrawTextDX9() added
FreeFontDX9() added


We didnt extended the example source on the first site, because we are too lazy ^^. But it shoudnt be so hard to implent the new drawing commands! You have just only to set the new drawing commands inside StartDX9() and StopDX9() - thats all... ;)

(add from Mr.Vain: i will do a small example for next version - but i havent had the time to do it for this version, because i was in cinema looking "The Transporter" - great movie and cool actor!)
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