DX9 Subsystem v0.5

Applications, Games, Tools, User libs and useful stuff coded in PureBasic
S.M.
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Post by S.M. »

@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 :wink: )
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()
regars
Stefan
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Post by White Eagle »

because there aren't even many people who are interrested in this project.
I am VERY interested in this, however, I am still using 3.94
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Post by Psychophanta »

This project, if finally fast and well done, could help me enormously!
http://www.zeitgeistmovie.com

while (world==business) world+=mafia;
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djes
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Post by djes »

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. :(
Consider me as another person interested ;)
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Post by Shannara »

I am guessing, but most communities I am in, people just dont write on the forums, but will use it's products ... It's kind of a shame.
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djes
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Post by djes »

Shannara wrote:I am guessing, but most communities I am in, people just dont write on the forums, but will use it's products ... It's kind of a shame.
Yes it is, but to be in the "active" community is a pleasure! You don't have to worry, if your work is public, it's because you want it to be...
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IceSoft
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Post by IceSoft »

Try it with donations
Belive! C++ version of Puzzle of Mystralia
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
THCM
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Post by THCM »

Hi Stefan, I'm still very interested in your project, just got back form a little vacation and tomorrow I'll give it another try!
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Post by dontmailme »

I'm very interested in this project too.... just taking a break from programming ATM ;)

Keep up the great work! :D
Paid up PB User !
S.M.
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Post by S.M. »

@all
Thanks, nice to hear that! :D

there is a new version:
Changes since version 0.22:

- Corrected: bug in the texture manager
- Improved: texture manager uses now alwasy textures with power of 2 (except if you use #PB_Sprite_Texture)
@IceSoft
That's a good idea :D
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Post by THCM »

Hi Stefan,

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.

I hope you can speed up the UseBuffer() command.
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S.M.
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Post by S.M. »

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!)
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Post by THCM »

Tach Stefan!

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!

Greetings, Uwe!
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S.M.
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Post by S.M. »

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.
By the way, you did a great job until now!
Thanks :D
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Post by THCM »

Hi Stefan,

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.
The Human Code Machine / Masters' Design Group
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