@Shannara
I don't think that there are many people who buy for this, because there aren't even many people who are interrested in this project.
I am hoping to use this in 3 different projects, but cannot use the sub system at this time due to popup.
Great, nice to hear that somebody is using it.
Ok, I removed the popup (But that does not mean, that it's bugfree )
Changes since version 0.2:
- Corrected: bug in ExamineMouse()
- Corrected: bug in ExamineJoystick()
- Corrected: bug in ExamineKeyboard()
- Corrected: bug in LoadSound()/CatchSound()
- Corrected: bug in FreeSprite()
- Corrected: bug in CopySprite() with #PB_Sprite_Alpha
- Corrected: bug in texture manager with render targets
- Improved: OpenWindowedScreen()
S.M. wrote:@Shannara
I don't think that there are many people who buy for this, because there aren't even many people who are interrested in this project.
still the same problems here. I can move the mouse around, but no clicks will be catches. Keyboard seems to work, but very sluggish! I had to press ESC for about 10 times over a few seconds to exit my game.
still the same problems here. I can move the mouse around, but no clicks will be catches. Keyboard seems to work, but very sluggish! I had to press ESC for about 10 times over a few seconds to exit my game.
strange, can you write a small code for me, which shows this
thanks.
For everybody who has a gfx-card with pixel shader 2.0 or above, the subsystem uses now a pixel shader to emulate colorkeying.
It should improve the performance of at least UseBuffer() and TransparentSpriteColor() very much.(I didn't tested it yet)
Link: http://www.stefanmoebius.de/test_1154449038.zip (nearly not tested!)
Your last test version works like a charm now! I think the old Usebuffer() was the problem. Could you please explain what PS 2.0 has to do with the Usebuffer command? Would it be possible use your DX9 commands on an already opened DX9 screen? I want to use the Coldsteelengine (Irrlicht wrapper) for backgroundgraphics, since PB only supports DX7 using OGRE atm.
By the way, you did a great job until now! Keep up and I hope to see a small lib without using a dll soon!
Could you please explain what PS 2.0 has to do with the Usebuffer command?
Because D3D9 doesn't support colorkeying, it need to be emulated.
Therefore I need to use the alphachannel for transparency.
So everytime we change the Sprite the alphachannel must be recalculated in software.
With a pixel shader i can manipulate the alpha value of pixel at runtime in the GPU, which is much faster.
Would it be possible use your DX9 commands on an already opened DX9 screen?
I would have to adapt the source for this, but with much strive it should be possible.
I quite don't understand what the Usebuffer() command has to do with transparency? I thought it only changes the rendertarget and all the destination pixels don't have an alphachannel?
Perhaps one day I'll kindly ask you to adapt your DX9-Subsystem for Coldsteel or an alternative 3D-Engine. Most 3D-Engines lack good 2D-Functions.