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Good bye DX

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Well I tried for about 3 weeks now with DX and decided it's not for me. :( I tried and tried to get DIP() to work and couldn't with my grid system. I am sure someone with more experience with DX than me could but no one seemed sure how to help me get it right. I looked on the net for any tutorial on this way of calling DIP() and couldn't find any, all the ones I seen were for drawing the whole mesh in one call. That worked, but isn't what I want. The sad thing is in GL this is done so easily, where DX DIP() is a nightmare and people who been using it for a long time still have issues getting their head around it. I also didn't like HLSL as well as GLSL. Then when I got to asking about performance people told me that DX9 and older do suffer a overhead cost with calling DIP() where GL doesn't. 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? I decided for now DX isn't my cup of tea and may take a look after I finish my game and see how DX is then. One thing that made me think twice is after talking to people they said things like "You will want to code your own or make your own" well thats one of the reasons why I wanted to use DX was to use its built in libraries and .x, .dds ect... So if that is the case then I may as well use GL since I been coding in it for 4yrs now and feel comfortable with it, not an expert but good enough to be dangerous. :) So I added a .dds loader to my OpenGL version of my engine, after seeing how my texture dir shrank from 75MB to around 25MB I was shocked. Anyway I hope that Khronos doesn't screw things up for GL and that I regret this decision in the long run... Now I can get back to work and push forward with getting closer to a alpha build someday...
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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?
Short answer: Lots [smile]
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...

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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?
Short answer: Lots [smile]
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.

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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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