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TheFallen93

OpenGL OpenGL to DirectX port graphics issues

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I have been working on porting some code that draws a neat "flurry" object on the screen, from opengl to directx 9. I have managed to port the main code base, and have the flurry rendered on screen. But because I am rendering it as a D3DPT_POINTLIST, I get a flurry composed of vertices instead of the neat fog like effects that opengl seems to render it with. I'm wondering what I can do to achieve the same look in DirectX? Here is a pic of it rendered in opengl and again in directx: http://nvsx.net/i/ad2bf.png Keep in mind these were rendered at different resolutions! The original code and binaries can be found at Matt Ginzton's blog: http://www.maddogsw.com/flurry/

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Thanks for the feedback! After an hour of messing around with my code to use point sprites I have something that is much closer to what I want: http://nvsx.net/i/915d2.png But the point sprites are very sqaure, is there any way I could make them more round and/or is it possible to make the 4 lines of sprites for each "leg" on the flurry blend together? I really need the 4 lines of sprites for each leg to blend into something that closely resembles fog.

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Thanks for the feedback! After an hour of messing around with my code to use point sprites I have something that is much closer to what I want: http://nvsx.net/i/915d2.png But the point sprites are very sqaure, is there any way I could make them more round and/or is it possible to make the 4 lines of sprites for each "leg" on the flurry blend together? I really need the 4 lines of sprites for each leg to blend into something that closely resembles fog.


1) Use a texture to make them more round (include an alpha channel in the texture to get the parts of the "square" that you don't wish to draw transparent).
2) Enable alpha blending to get the sprites to blend together.

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