• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
boops boops

Displaying large images in DX10

2 posts in this topic

Hi everyone,
I'm making a custom control in VB.Net which provides image panning, zooming and rotation.It's working the way I like in GDI+ except that it's slow and can't deal with anything over about 4096x4096 pixels. So I decided to try rendering in DirectX instead. It's definitely zippier but there is still an upper limit on image size: now, after column/row 4095 or so, the last column/row is repeated in the render to produce stripes of colour. I gather from [url="http://www.gamedev.net/topic/402455-maximum-texture-size/"]this thread[/url] that the upper size limit is a long known problem. I'm a bit of a dinosaur (WinXPsp3 with DX3d10, 2GB system memory, 256MB video) so I guess I am running into the same thing.

This is my first time using DirectX and I arrived at the following code by taking available examples and stripping out whatever seemed superflous.
Private Sub InitiateDevice()
Dim pParams As New PresentParameters With {.Windowed = True, .SwapEffect = SwapEffect.Discard, .BackBufferCount = 0}
_Device = New Device(0, DeviceType.Hardware, Me.Handle, CreateFlags.MixedVertexProcessing, pParams)
_Device.SetRenderState(RenderStates.AlphaBlendEnable, True)
_Device.RenderState.SourceBlend = Blend.SourceAlpha
End Sub

Private Function GetTextureFromFile(filename As String) As Texture
Return TextureLoader.FromFile(_Device, filename, _ImageSize.Width, _ImageSize.Height, 0, 0, 0, Pool.Managed, Filter.Linear, Filter.Linear, 0)
End Function

Private Sub Render()
If _Device IsNot Nothing Then
Dim srcRectangle As New Rectangle(Point.Empty, _ImageSize)
Dim destSize As New Size(CInt(_ImageSize.Width * _ZoomFactor), CInt(_ImageSize.Height * _ZoomFactor))
_Device.Clear(ClearFlags.Target, Me.BackColor, 0, 0)
Using sprite As New Sprite(_Device)
sprite.Draw2D(_Texture, srcRectangle, destSize, _
_RotationCentre, _Rotation, _ImageCentre, Color.White)
End Using
End If
End Sub
The identifiers beginning with underscores are defined at class level. I have tried variations on arguments such as Width, Height, Pool and Filter without solving the problem. Assuming there isn't something simple I need to change, can anyone recommend a better technique for handling large images (e.g. > 10K * 10K pixels) with DirectX?

cheers, BB

EDIT: I just found a tool called DirectX Caps Viewer which reveals that my graphics card is indeed limited to a maximum texture size of 4096 * 4096. Can I overcome this limit by dividing large images into multiple textures? If so, can anyone recommend an example? Edited by boops boops

Share this post

Link to post
Share on other sites
im not very well versed, but first are you using some kind of 10 on 9 cause last i heard (granted it was several years ago) directx10 couldn't run on xp, and second a 256 mb card wont be able to handle a 32bpp 10k x 10k texture at once, you would have to upload and draw in pieces in a semi synchronous way if it were to work at all( like upload and draw a 2500x2500 texture, then change its coordinates and do it again 15 times and then swap the backbuffer?), i think, but again im not well versed enough with that pipeline to know how it allocates storage between textures and output, but once you are through the shaders even a 1080p 32bpp screen is only like 8mB, so i would think it should fit. otherwise i think it is possible to run the shaders in software on the cpu instead of on the gpu, but again i am not sure what xp would do with that.

Share this post

Link to post
Share on other sites
Yeah you would have to break up such a large texture into sub-images. I don't have an example, but I'm sure you can get some inspiration by searching for "tiling engine" or "tilemap", as the problem is similar to that of an overhead 2D game - large background that needs to be tiled/streamed in as you move about. Edited by Starnick

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0