DX9 Subsystem v0.5
It looks like that library (actually, direct directx access) can only accept hex color values in order to color the corners properly on all video cards ... thus ..
Is there a way to return an RGB value as a hex (value) that this library can understand? That way, we could still use RGB values that will work across all video cards?
A reference about a similar problem can be found @ http://www.purebasic.fr/english/viewtop ... hlight=hex
However, that conversion on the bottem does not work and only returns black.
Is there a way to return an RGB value as a hex (value) that this library can understand? That way, we could still use RGB values that will work across all video cards?
A reference about a similar problem can be found @ http://www.purebasic.fr/english/viewtop ... hlight=hex
However, that conversion on the bottem does not work and only returns black.
DX10 wont run on windows XP
Vista isnt out yet for regular consumers ... (I'm excluding volume corp licenses .. .. ). And from what I saw in the screenies, PB doesnt completely work on Vista.
S.M is gone (could be the way that the jaPBe creator left), and unlike jaPBe, there is no source to this library so the community can maintain it. ouch!

S.M is gone (could be the way that the jaPBe creator left), and unlike jaPBe, there is no source to this library so the community can maintain it. ouch!
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Ref: http://www.purebasic.fr/english/viewtop ... 871#167871
It is definately not a replacement for this DX9 subsystem, since this one actually allows you to do sprite3d is the normal (pb way) manor. Using the other engine is way to complicated to be worth it.
So far, this one is definately the best when it comes to sprite3d.
It is definately not a replacement for this DX9 subsystem, since this one actually allows you to do sprite3d is the normal (pb way) manor. Using the other engine is way to complicated to be worth it.
So far, this one is definately the best when it comes to sprite3d.
Hi, sorry for the long delay...
There is a new version available.
http://www.stefanmoebius.de/DX9S_03.zip
It would be great, if there are a few guys who test the subsystem a bit, because I changed many things and because it is still not bug free.
regards,
Stefan

There is a new version available.

It should be much faster now, if the gfx-cards supports at least PS 1.4.Changes since version 0.26:
- Added: DX9S-extension file
- Corrected: bug in PS with uncommon transparent colors
- Corrected: major bugs in the texture manager
- Corrected: bug with sprites created with #PB_Sprite_Memory when UseBuffer() was used
- Corrected: bug with InitKeyboard(),InitMouse(),InitJoystick(),InitSound()
- Corrected: texture manager doesn't use always textures with power of 2 anymore
- Corrected: The PS support works correctly
- Improved: If possible PS 1.4 (no more PS 2.0 is needed) will be used for faster sprites manipulation
- Improved: Internal d3ddevice management
http://www.stefanmoebius.de/DX9S_03.zip
It would be great, if there are a few guys who test the subsystem a bit, because I changed many things and because it is still not bug free.
regards,
Stefan
Will be working with it tonight ... a few more requests ...
Ability to reference the DLL in a different directory other then the application one.
A possibility for the DLL to be compiled into a PB library (much like Scintilla was). That way, no external dlls required
That's about it. I'm converting over the PBOSL ScreenGadget (not the non-pbosl) to work with this engine, and PB4. Should be a very nice combo.
Ability to reference the DLL in a different directory other then the application one.
A possibility for the DLL to be compiled into a PB library (much like Scintilla was). That way, no external dlls required

That's about it. I'm converting over the PBOSL ScreenGadget (not the non-pbosl) to work with this engine, and PB4. Should be a very nice combo.