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# Good bye DX

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Quote:
 Original post by MARS_999 The issue is supposed to be fixed in DX10, but if that is the case then what else is going to be changed in DX10 vs. DX9?
DX10 is very different from DX9.

I'm surprised that OpenGL doesn't have an overheard associated with draw calls actually, I suppose OGL just transfers the data at some other point.

I prefer D3D myself, although I haven't really used OpenGL very much at all. The two main things that annoy me about OGL are the extensions and the C-syntax. Give me COM interfaces any day...

Quote:
Original post by Evil Steve
Quote:
 Original post by MARS_999 The issue is supposed to be fixed in DX10, but if that is the case then what else is going to be changed in DX10 vs. DX9?
DX10 is very different from DX9.

I'm surprised that OpenGL doesn't have an overheard associated with draw calls actually, I suppose OGL just transfers the data at some other point.

I prefer D3D myself, although I haven't really used OpenGL very much at all. The two main things that annoy me about OGL are the extensions and the C-syntax. Give me COM interfaces any day...

Hey Evil Steve. I wanted to use DX but the DIP() call just killed it for me. I couldn't get it to work and decided that I was to far along with GL in terms of what I have done to redo it all in DX... I decided it would be better to wait till DX10 was out and have another look, unless its worse.

Did you check the DirectX documents?

Type
[in] Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render. D3DPT_POINTLIST is not supported with this method. See Remarks.

BaseVertexIndex
[in] Offset from the start of the vertex buffer to the first vertex. See Scenario 4.

MinIndex
[in] Minimum vertex index for vertices used during this call. This is a zero based index relative to BaseVertexIndex.

NumVertices
[in] Number of vertices used during this call. The first vertex is located at index: BaseVertexIndex + MinIndex.

StartIndex
[in] Index of the first index to use when accesssing the vertex buffer. Beginning at StartIndex to index vertices from the vertex buffer.

PrimitiveCount
[in] Number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. The maximum number of primitives allowed is determined by checking the MaxPrimitiveCount member of the D3DCAPS9 structure.



I've used DrawIndexedPrimitive() before, but since I fail at explaining things, I'm not even going to attempt it[sad] (I tried once and confused the person even more lol.)

Anyway, good luck with your engine!

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