• 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
x11001001101x

Resize Sprite Texture with Window Resize

6 posts in this topic

Hello,

 

I wrote a simple basic 2D Game Engine in C++ / Directx 9 but I have a simple problem

Can any one help me find the problem why my sprite texture does not resize with the window when I resize the window the sprite texture size or scale does not change according to the window size

I will post the full source code of my engine and the created game with the sprite so if you can test for me and tell me if you find the problem.

 

The game source is in the Game.cpp file and the Directx Code and Functions is in the frame.cpp file

Try run the game or compile it and resize the window but the sprite texture does not resize

 

By the way I compiled it with Visual Studio 2012

 

Thanks a lot

Edited by Devlin Welson
0

Share this post


Link to post
Share on other sites


Can any one help me find the problem why my sprite texture does not resize with the window when I resize the window the sprite texture size or scale does not change according to the window size

 

directx does not scale sprites to the window size for you. if your window size changes, you must draw at new positions and scales to compensate.

 

getting your sprites to scale automatically with the window size is called "resolution independent graphics".

 

to do resolution independent graphics, you use a virtual coordinate system, such as 10,000x10,000, and make all your draw calls using those. then inside your drawing routines, you convert those to screen coordinates based on the current size of the window:

 

screen_x= (screen_width-1) * virtual_x / 9999         // i think i got that right.... <g>

screen_y= (screen_height-1) * virtual_y / 9999      

 

so you say something like drawsprite(sprite_num,5000,5000,6000,6000) and it always draws the sprite with the upper left corner in the middle of the window, and the size of the sprite is always 1/10 the width and 1/10th the height of the window. 5000 to 6000 is 1000 virtual pixels, and 1000 is 1/10th of 10,000, the virtual width of the window.

0

Share this post


Link to post
Share on other sites

Thanks for the reply, no I think it does resize, I have seen other engines that it resizes with the window. 

Here is another game with the source code and the sprite resizes with the window. I have used some of the code from this game

0

Share this post


Link to post
Share on other sites

Well, in your new engine you handle WM_SIZE and resize the back buffer accordingly. Thus the sprite sizes stay the same.

 

In the anti virus game there is no WM_SIZE handler, the back buffer size does not change. In that case Direct3d automatically scales the backbuffer to the window size (and thusly the sprite sizes change).

 

 

Actually the way of the new engine feels cleaner. I have no experience with the sprite system, but you should be able to use a ortho matrix as projection matrix to implement a virtual screen size. Set the ortho width/height to a fixed size irregardless the back buffer size. I'm not sure however if the ID3DXSprites use pretransformed vertices. If they do, you have to use the way Norman Barrows explained.

0

Share this post


Link to post
Share on other sites

the method i described is for when the back buffer size changes in full screen mode.

 

in windowed mode (which i don't use and am not that familiar with), i believe there's a presentation mode that will do a stretch-blit to the window's client area. this would scale everything automatically, at the cost of a stretch-blit every frame.

 

stretch-blit is one method to get resolution independent graphics in full screen mode, but due to the extra overhead of the stretch-blit every frame, some consider it poor practice.

0

Share this post


Link to post
Share on other sites

I already made my engine to go to full screen mode without losing the directx device and going back to windowed mode this is why I am using WM_SIZE Windows Message to check if the device is lost then reset it. I will read more about it, thanks everyone.

To go fullscreen press F1 and F1 again to back to windows mode

Edited by Devlin Welson
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