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Posted: Sun Aug 06, 2006 8:49 pm
by Shannara
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.
Posted: Thu Aug 17, 2006 7:18 pm
by Shannara
Hopefully you'll be back soon with some bug fixes ... but until then, here is a feature request ..
Using real DirectX 3D lights. Is this possible with this library, instead of simulating lights with colored tile corners?
Posted: Thu Oct 12, 2006 8:28 pm
by Shannara
There havent been an update for over two months ... is there any update with bug fixes and such yet? Or is it a dead project?
Posted: Thu Oct 26, 2006 8:29 am
by SFSxOI
Maybe we need to also start on DX 10 since Vista is here.
Posted: Thu Oct 26, 2006 5:08 pm
by Shannara
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!
Posted: Thu Oct 26, 2006 6:55 pm
by djes
Posted: Thu Oct 26, 2006 9:13 pm
by Shannara
That is 3d while this is 2d ...
Posted: Thu Oct 26, 2006 9:40 pm
by djes
there's a lot of 2d functions
Posted: Fri Oct 27, 2006 10:02 am
by Psychophanta
Yes! indeed Dreamotion3D is the first and the best DX9 subsystem made for PB until now.
Posted: Fri Oct 27, 2006 5:21 pm
by djes
Psychophanta wrote:Yes! indeed Dreamotion3D is the first and the best DX9 subsystem made for PB until now.
+1
Posted: Fri Oct 27, 2006 6:04 pm
by Shannara
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.
Posted: Thu Nov 02, 2006 4:10 pm
by S.M.
Hi, sorry for the long delay...
There is a new version available.
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
It should be much faster now, if the gfx-cards supports at least PS 1.4.
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
Posted: Thu Nov 02, 2006 7:47 pm
by djes
Cool, two nice engines now!

Posted: Thu Nov 02, 2006 8:50 pm
by Shannara
Any news on future updates and bug fixes?
Posted: Fri Nov 03, 2006 1:45 am
by Shannara
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.