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The Melody Maker

Member Since 26 Aug 2001
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Posts I've Made

In Topic: Reading single pixel color - Direct3D8 in Visual Basic 6

12 February 2013 - 08:06 AM

Backwards compatibility with earlier versions of Windows is only one my reasons I still use those legacy interfaces instead of upgrading to the newer ones.  The Visual Basic 6 runtime, as well as the DirectX 7 and 8 interfaces which I've been using, do work with all the mainstream versions of Windows from 95 onward up to 8*.  But I do have other reasons.  I also use them because I still have them at my disposal, I've become comfortable with them after using them for 10+ years, and it's sufficient for what I need.  That's enough reason for me to keep using them.  At least at this time, I have no interest or need to upgrade. smile.png

 

* The two 2D-only games I've been making, both many years in the making and still under development, have been using DirectDraw 7 for graphical output but since finding out that Windows 8 handles DirectDraw operations very slowly, I've been making alternate Direct3D 8 versions of both which I'm happy to say so far actually do run at the right speed in Windows 8 upon testing. happy.png  In the one game I'm currently working on upgrading, I had a routine set up to read the colors from the screen's middle column of pixels in DirectDraw, but Direct3D handles that so differently from DirectDraw that I had to come on here to ask for help. XD


In Topic: Reading single pixel color - Direct3D8 in Visual Basic 6

11 February 2013 - 07:50 AM

Thanks for replying, Nik02. :)  I see now what I was doing wrong -- I was both reading the bitmap in memory upside-down and the resultant color backwards (assuming ABGR). XD

 

I tried the method you gave me (including using the CopyMemory sub from the Windows API) and now it's working perfectly; thank you so much for your help! ^__^


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