Direct3D and DirectDraw
How would I achieve a DirectDrawSurface7 on an already created Direct3DDevice9''s buffer.
Should I simply queryinterface the backbuffer into DirectDrawSurface7?
Better to ask, how to combine directDraw with direct3D, or how to use Direct3DSurface to draw 2D graphics.
I have use getbackbuffer to get the Device3D back buffer, but the got invalid call when calling lockrect onthat surface.
Is it possible to get a pointer to the device3D surface and draw?
I have use getbackbuffer to get the Device3D back buffer, but the got invalid call when calling lockrect onthat surface.
Is it possible to get a pointer to the device3D surface and draw?
Direct3D 8+ have 2D sprite support. You don''t actually need DirectDraw unless you''re doing a pure 2D app and you don''t need to extra stuff Direct3D allows
I hear you have to do one at a time when drawing. No inter-mingled drawing from the ddraw and d3d device. Something like that.. You could beat your brains over using a depth buffer though :D
D3DXSPRITE is what you need, I guess you just set it up the same way as the 3d, I think it has a pointer to the 3d device.
Hi can any one add a bit more to this thread, such as how to do it. In the sdk it says you need a RECT, I'm not sure what a RECT is but I did this,
RECT My_RECT
Long My_RECT.Top = 0.0F;
Long My_RECT.Left = 0.0F;
Long My_RECT.Right = 64.0F;
Long My_RECT.Bottom = 64.0F;
The first thing I noticed is the word RECT didn't change colour, so it's not a key word anyway, so that isn't going to help?
What I have figured out so far;
1 The sprite will eventually get rendered by the same g_pd3dDevice as the 3d stuff,- so no need to make a new device, just point to that one.
2 The way the texture is held is just the same LPDIRECT3DTEXTURE8 g_pTexture = NULL; so thats ok, just add more of these for what ever textures you want.
That's about all I know so far, one other thing is the Draw function starts with a HRESULT does that mean you have to follow it with an error checking thing.
[edited by - Stevieboy on October 14, 2003 1:11:00 PM]
RECT My_RECT
Long My_RECT.Top = 0.0F;
Long My_RECT.Left = 0.0F;
Long My_RECT.Right = 64.0F;
Long My_RECT.Bottom = 64.0F;
The first thing I noticed is the word RECT didn't change colour, so it's not a key word anyway, so that isn't going to help?
What I have figured out so far;
1 The sprite will eventually get rendered by the same g_pd3dDevice as the 3d stuff,- so no need to make a new device, just point to that one.
2 The way the texture is held is just the same LPDIRECT3DTEXTURE8 g_pTexture = NULL; so thats ok, just add more of these for what ever textures you want.
That's about all I know so far, one other thing is the Draw function starts with a HRESULT does that mean you have to follow it with an error checking thing.
[edited by - Stevieboy on October 14, 2003 1:11:00 PM]
RECT isn''t a keyword but it is a class (or struct or something) defined by the windows API... why are you using "long"? Are you using C or C++ or some other language?... it seems like you may not be familiar with classes or structs... but maybe I just read your post wrong
I just found Long used some where. I used structs for FVF''s so I have used them before. I''m looking through a couple tutorials on the sprite thing now, so hopefully that should help.
Thanks anyway
In case any one else needs them,
gamedev tutorial
http://www.gamedev.net/reference/programming/features/d3dsprite/
NeXe tutorial
http://nexe.gamedev.net/tutorials/list.asp
Thanks anyway
In case any one else needs them,
gamedev tutorial
http://www.gamedev.net/reference/programming/features/d3dsprite/
NeXe tutorial
http://nexe.gamedev.net/tutorials/list.asp
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