• 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
Medo Mex

Point Sprite Vertex Size

6 posts in this topic

I'm creating multiple point sprites per draw, for example: 1000 point sprite per draw.

 

I can set all the point sprites size by setting D3DRS_POINTSIZE in device->SetRenderState()

 

How do I set different size for EACH point sprite?

0

Share this post


Link to post
Share on other sites

You can output a float from your vertex shader with the PSIZE semantic. This will override what you specify for D3DRS_POINTSIZE.

1

Share this post


Link to post
Share on other sites

Why? There's no performance advantage to using fixed-function, since it's just going to be emulated in a shader (which may well be slower than a vertex shader that you've authored).

Anyway if you really don't want to use a vertex shader, I think you can use PSIZE as a vertex element.

1

Share this post


Link to post
Share on other sites

The reason is that I'm creating Particle Editor and I will be setting this value in the emitter properties.

 

How can I change the following to add PSIZE?

 

struct CUSTOM_PARTICLE_VERTEX
{
       D3DXVECTOR3 p;
       D3DCOLOR color;
};

Also, what FVF should I use for rendering?

0

Share this post


Link to post
Share on other sites

What does a value being in the emitter properties have to do with using shaders?

I'm going to be blunt here: fixed function is a waste of time. All available hardware supports shaders, and uses shaders under the hood to implement the fixed-function feature set from DX9 and earlier. There's absolutely no reason to learn it, and there's no reason to use it in any new project. Anything you can do in fixed-function can be done in shaders, and probably more efficiently since you can tailor it to your exact needs.

FVF codes are outdated cruft from the pre-DX9 era. If you're set on using DX9 then you should at least use vertex declarations. They completely replace FVF codes, and offer functionality that can't be used with FVF codes (for instance, the aforementioned PSIZE). In your case you would add an additional float to your struct for storing the point size, and then you would specify a D3DVERTEXELEMENT9 with D3DDECLUSAGE_PSIZE

2

Share this post


Link to post
Share on other sites

@MJP: The problem is that I don't have experience with shaders, I'm not even sure if I should write shader codes myself or use a software to generate shader file.

0

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