Jump to content
  • Advertisement
Sign in to follow this  

[Help] Game GUI

This topic is 2554 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi broz,

I'm currently workin' on game GUI. Dialogs, Buttons, Combo Box etc.

I'm using ID3DXSprite (Screen Space). Am I on the r8 way ?

The class I'm using has 2 members 1 sprite ptr & 1 texture ptr. Should I use a container like std::list, std::vector to hold more texture ptrs ?

It'd b gr8 some1 xplain how does GUI of DXUT work specially indexing ? I understand nothing how to make "dxutcontrols.dds"(DXSDK_DIR \ media)work.

--- G4meD3V

Share this post

Link to post
Share on other sites
1. Using ID3DXSprite is fine. A fast way would be to render textured quads, but as long as performance is fine, go with XSprites.

2.You definately should only use one Sprite object with multiple draw but only one begin/end calls in a frame (just in case you are not doing that already). Otherwise you will soon see performance issues. Storing more textures depends on if you need it - for buttons you could need an inactive, a mouse-over, a clicked, etc.. Texture. However using a container isn't necessary, just use multiple members if needed.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!