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Posted: Fri Nov 03, 2006 12:44 pm
by S.M.
Hi
There is a small update available.
I included a few examples and and the DX9S_SetDLL-command.
Shannara wrote:Any news on future updates and bug fixes?
For now my bug list is nearly empty:

Code: Select all

- DisplayAlphaSprite works not correcty
- Handling if the device gets lost dosen't work really well (esp. Fullscreen)
I wait for new bugreports, so it would be great if many people test the subsystem.
If the subsystem works stable(hopefully not so far away) and is well testest, I will include some 3d commands using d3dx9.
Ability to reference the DLL in a different directory other then the application one.
I included a new command DX9S_SetDLL(LibraryID), so you can use now any file name in any path you want.
A possibility for the DLL to be compiled into a PB library (much like Scintilla was). That way, no external dlls required
I included a example for this, which useses a temporary file (LoadLibraryM from PBOSL desn't work with the dll)
Shannara wrote: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?
The color is BGR color value, which means that Red and Green are swapped, so you could use Rgb(Blue,Green,Red).
This is the same for all gfx-cards. (see the example)
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.
that's nice :D

@all
It would be great if you could test the subsystem a bit. :D
If you find differences to dx7, then please report them too :wink:
thanks

Btw, It would make me very happy, if someone would write a small game with the subsystem. :D

regards,
Stefan

Posted: Fri Nov 03, 2006 5:44 pm
by Shannara
Unfortunately, I didnt get any computer time last night. Baby is due any day now, and life's been hectic ... I created a real time map editor with this bugger, and will be releasing a few demos (basically demoing the engine as it develops)..

I really dont know what other people are doing with the engine :D.

Posted: Sat Nov 04, 2006 8:30 pm
by Shannara
Got to dink around with it ... was there some optimizations? I got a 10+ fps increase. Also, as a note to anybody else :) I added in a IsLibrary check and closed the library if it's still open :)

It seems to be working for my uses over here ;) One of the reasons for a library or use it internaly, is so I wont have to extract it to the hard drive :) So for now, I will just leave it as it is :)

Thanks for the set path option, that really really helps :) It helps me keep all the dependencies in a System directory under the application path :) (ala Unreal Tournament style).

Posted: Thu Nov 09, 2006 12:58 pm
by SFSxOI
I've been beta testing Vista and PB worked fine for me in all builds except two past builds but works fine in the RC2 build 5744. Now that its gone RTM we will see. What screenies are you refering to?
Shannara wrote: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: Tue Jan 02, 2007 12:33 pm
by S.M.
There is a new version:
Changes since version 0.3:

- Improved: extended DX9S-extension file
- Improved: removed dependency on DX9SubsystemDLL.dll, now the dll isn't needed anymore.
- removed: DX9S_SetDLL() , because it's not useful anymore.
Link: DX9S v0.4 (586 KB)
Now I got the subsystem working without using the dll. :D
btw, the subsystem don't need any d3dx-dlls. (like d3dx9_24.dll,d3dx9_25.dll...)
At the moment the library isn't splittet. So the complete subsystem is included in your application.

Posted: Tue Jan 02, 2007 1:35 pm
by THCM
Hi, thanx for upgrading your lib!

Here are a few bugs?!:

SaveSprite isn't supported
CatchSound causes an invalid memory access, at least with an ogg soundfile.

My game runs extremly slow, I think I have to change some stuff.

Posted: Tue Jan 02, 2007 1:58 pm
by benny
@Stefan:

Runs smooth here. Thank you very much for you work and for sharing it.
I am a big fan of your work !!!

Posted: Wed Jan 03, 2007 3:09 am
by Heathen
Nice my 2d game engine runs 3x faster with this subsystem :)

Good job as usual SM

Posted: Wed Jan 03, 2007 3:50 am
by Brice Manuel
This is awesome work and has become VERY stable. Thank you for all of your hard work on this.

Posted: Wed Jan 03, 2007 4:02 am
by netmaestro
This is great news! I tested the previous version and liked it very much, I was just a bit disappointed that I had to bring along a dll. With that annoyance gone this'll probably become my default subsystem for games. Thanks a million for sharing this, it's excellent work.

Posted: Wed Jan 03, 2007 4:12 am
by NoahPhense
Nice work.. this will open a lot of opportunities.

- np

Posted: Wed Jan 03, 2007 11:21 am
by merihevonen
SFSxOI wrote:I've been beta testing Vista and PB worked fine for me in all builds except two past builds but works fine in the RC2 build 5744. Now that its gone RTM we will see. What screenies are you refering to?
Shannara wrote: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!
Ever heard of DirectX 9.0L ?

Posted: Wed Jan 03, 2007 3:35 pm
by yoxola

Posted: Wed Jan 03, 2007 4:27 pm
by netmaestro
I'm not sure I have this installed correctly. This snippet runs much faster on the native libs than on the subsystem:

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InitSprite() : InitSprite3D() : InitKeyboard()
OpenScreen(1024,768,32,"")
CreateSprite(0, 32, 32, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(0))
  Box(0,0,32,32,#Red)
StopDrawing()
CreateSprite3D(0,0)

Repeat
  ExamineKeyboard()
  ClearScreen(0)
  Start3D()
    
    ZoomSprite3D(0,300,300)
    RotateSprite3D(0, 1,1)
    DisplaySprite3D(0,160,200)
  Stop3D()
  FlipBuffers()
  Delay(1)
Until KeyboardReleased(#PB_Key_Escape)
Also the mouse cursor arrow shows while it's running on DX9, I dunno if it's intentional?

Posted: Sun Mar 18, 2007 8:10 pm
by X
The library will not load BMPs that are 384x8640. It looks like the image height limit on this library is 3968. Is there any chance of lifting that limit?