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Drawing 2D bitmaps in screen space using DX8

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Is there a good tutorial somewhere that shows how to draw 2D bitmaps in screenspace using DX8? I looked at the following article and tried to implement it, however it doesn''t seem to work with my 3D models. http://www.gamedev.net/reference/articles/article1434.asp Either the 3D models appear or the 2D bitmaps appear depending on which projection matrix is used. I think the project matrix affects everything in the scene after EndScene() is called and not just the currently rendered primitive. Is that correct? I also tried drawing the 3D stuff within one Begin/EndScene() along with the appropriate projection matrix in that block, and then 2D stuff within another Begin/EndScene() block with an orthogonal projection. However, that didn''t work. E.g.: HRESULT CMyD3DApplication::Render() { m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(89,135,179), 1.0f, 0 ); if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { Set3DProjectionMatrix(); // .... Draw 3D stuff here .... m_pd3dDevice->EndScene(); } if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { SetOrthogonalProjectionMatrix(); // .... Draw 2D stuff here .... m_pd3dDevice->EndScene(); } return S_OK; } Any help on this is greatly appreciated thanks!

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You should be able to switch matrices as often as you want:

Set 3D Matrix
Draw 3D Stuff
Set Ortho Matrix
Draw 2D Stuff

Yes, matrices affect all primitives rendered until you change it. No need to have separate Scenes.

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You can use 2D verts as follows:

// sprite vert structure
f32 x, y, z, rhw; // The transformed position for the vertex.
u32 ARGB; // The vertex color.
f32 tu, tv; // tex coords

Create a vert buffer somewhere as follows: -

// vert buffer
IDirect3DVertexBuffer8 *SpriteBuff=NULL;

// create sprite buffer

if( NULL == SpriteBuff )
if( FAILED( DXDisplay->CreateVertexBuffer( 4*sizeof(SPRITE_VERTEX),
D3DPOOL_MANAGED, &SpriteBuff ) ) )
return((Warning = "Fatal: Failed To Create Sprite Buffer"));

Then have a draw sprite function similar to below:-
[sx,sy,sw,sh are screen x,y, and width height of image.
tu,tv,tw,th are texture x,y, width and height [0.. 1f]

void DrawSprite( LPDIRECT3DTEXTURE8 Texture, u32 ARGB,
f32 sx, f32 sy, f32 sw, f32 sh,
f32 tu, f32 tv, f32 tw, f32 th )
//// Lock and copy data, unlock

if( (NULL == SpriteBuff ) || FAILED( SpriteBuff->Lock( 0, 0, (BYTE**)&ASprite, 0 ) ) )

// bilinear fixup
sx+=0.5f; sy+=0.5f;
ASprite[0].x = sx; ASprite[0].y = sy; ASprite[0].rhw = 0.5f; ASprite[0].ARGB = ARGB; ASprite[0].tu = tu; ASprite[0].tv = tv;
ASprite[1].x = sx+sw; ASprite[1].y = sy; ASprite[1].rhw = 0.5f; ASprite[1].ARGB = ARGB; ASprite[1].tu = tu+tw; ASprite[1].tv = tv;
ASprite[2].x = sx; ASprite[2].y = sy+sh; ASprite[2].rhw = 0.5f; ASprite[2].ARGB = ARGB; ASprite[2].tu = tu; ASprite[2].tv = tv+th;
ASprite[3].x = sx+sw; ASprite[3].y = sy+sh; ASprite[3].rhw = 0.5f; ASprite[3].ARGB = ARGB; ASprite[3].tu = tu+tw; ASprite[3].tv = tv+th;


// set shader and stream
DXDisplay->SetVertexShader( D3DFVF_SPRITEVERTEX );
DXDisplay->SetStreamSource( 0, SpriteBuff, sizeof(SPRITE_VERTEX) );
DXDisplay->SetTexture( 0, TexHandle)
DXDisplay->DrawPrimitive( D3DPT_TRIANGLESTRIP , 0, 2 );

Note You don''t have to set up the view/model matrices at all, and dont forget to set the shader back to your 3D definition before drawing 3D objects.

PS: Having one vert buffer and (un)locking many times in a single frame might cause some stalls in the render pipeline. An optiization would to be have several buffers and cycle through them.

[The views stated herein do not necessarily represent the view of the company Eurocom ]

Eurocom Entertainment Software

The Jackal

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