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DirectX 9 Headers?
Posted: Mon Jul 12, 2004 11:24 am
by Raven
Actually I wouldn't mind knowing in general how to conver libraries and headers. The information provided really confuses me on how I'm actually suppose to go about it.
Does anyone at all happen to have DirectX 9.0b Libraries and Headers already converted?
I'm not looking for an engine, just the pure API conversion.
Or if anyone wants to direct me on how to create new libraries with a more informative (possible step-by-step example) that would REALLY help alot more.
Thanks
Posted: Mon Jul 12, 2004 12:06 pm
by Kale
Posted: Mon Jul 12, 2004 1:08 pm
by Raven
Thank you.
Wonder why a forum search of 'DirectX 9' didn't come up with this.
Posted: Mon Jul 12, 2004 5:04 pm
by Kale
try 'DirectX9' with no space.

Posted: Mon Jul 12, 2004 11:28 pm
by Moonshine
Quite often I find that the PB interface generator/header converter turns a 40k header into a 3k pb file because most of the stuff in it isnt converted, apart from only structs, constants and declarations sometimes.
Posted: Tue Jul 13, 2004 4:29 am
by Raven
Hmm... the link didn't actually have anything useful to be honest.
There's a long announcement post about what will be in his all-singing-and-dancing engine.
Appeared to be 2 headers there, but they're unusable because he didn't sort out the libraries or even any of the functions.
I can convert all of the Dx headers and the libraries although a pain are getting converted, but as for the interfaces the converter crashes. And I can't find the cause .h (which is frustrating) because it doesn't work in console mode.
Any sort of wondering how to create those .res files. As there is nothing on them (or even why they're there).
Posted: Tue Jul 13, 2004 4:18 pm
by Codemonger
Ok the information is old and probably out of date but ... Their is soo much to convert, and would be great if u did it.
good luck 8O ! let me know when you get the d3dx library converted to a c compatible version that will work with pelles or lcc-win. Oh you can load dx 9 just fine, but if you want the helper library your out of luck. The helper library has all your math routines (very fast, and tons of them), mesh loading functions, oh yeah and texture loading functions, plus much much more. Anyway you could always use the nvidia helper libraries in the nvidia sdk 7.0, this is a very good library and free.
I just spent a couple of days trying to port parts of my engine into a purebasic library, but came into too many problems. Some of them required hacks, and i hate hacking code. Purebasic is based off of "C", I think C is great, but MS and DX have a different opinion on that. Anyway i just dropped that idea for a simple organized DLL ... compatible with almost any language. I'm writing it in vc ++ , which fortunately seems to be the most compatible with DX9, smooth sailing.
Posted: Tue Jul 13, 2004 4:43 pm
by Codemonger
announcement post about what will be in his all-singing-and-dancing engine
Actually the engine does sing and dance

just kidding ... I spent the last 7-8 months searching for alternatives and methods to what i wanted vs. what purebasic needed. Purebasic is awesome but the newer technologies make it hard to keep up with the latest greatest graphics API (dx9), obviously this isn't purebasic's fault. You should use OpenGl if you are looking for an inline compatible alternative.
Posted: Wed Jul 14, 2004 8:48 am
by Raven
I would but I far prefer DirectX9's way of doing things.
It would've been nice to use Dx9 + the easy structure of PB, but unfortunately time restrictions with a current project make that very unlikely now.
Going to continue doing a little each day, but it's a chore.
Believe it or not DirectX (even 9) is completely C compatible, there are no real problems converting but the sheer size of the API lands problems. Alot of things can be converted with the tools but some have to be hand converted, like the d3d*types.h
Which just have to be the longest damn headers don't they lol
They also don't seem to convert some things. Something that I really miss is the DefType, i know that PB does this for you; but if there is nothing to be Defined then it just passes over it. For compatibility issues it should really have it.

ho well, I'm stuck using Visual C++ now