• 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
XGT08

IDirect3D9::GetAdapterDisplayMode

6 posts in this topic

Hello,

 

I am a little confused about how the 'IDirect3D9::GetAdapterDisplayMode' function works when we have multiple adapters on our system.

 

For example, calling this function and passing it an ordinal of 1 on a system with 2 adapters. If that adapter is not currently active, what will be the display mode returned by the function?

 

I applogize if the question is silly or weird. It's probably due to the fact that I always had one adapter on my system and I have no idea what are the implications of using multiple adapters smile.png.

 

Thanks a lot!

0

Share this post


Link to post
Share on other sites

If that adapter is not currently active, what will be the display mode returned by the function?

 

The documentation (do you have the docs?) provides:

If Adapter is out of range or pMode is invalid, this method returns D3DERR_INVALIDCALL.

 

 

You could also try it and examine values. wink.png

Edited by Buckeye
1

Share this post


Link to post
Share on other sites

Hello,

 

Thanks for the answer :)

 

I read the documentation, but from what it says I understand that if the adapter ordinal that you supply is bigger than the GetAdapterCount() - 1, it returns D3DERR_INVALIDCALL..

 

I would gladly try it, but I am using a laptop. I don't know... Is it possible to have more than one adapter on your laptop? Anyway, I was just hoping somebody would know the answer to this :).

 

The reason I am asking this question is because I saw this function being called in this way in a device enumeration code module. After the enumeration process, the client code can call a function like FindBestFullscreenMode(DisplaySettings& settings, D3DDISPLAYMODE& matchMode, bool bRequireHAL, bool bRequireREF). This function attempts to find an adapter which matches the requested settings as closely as possible (i.e. has a matching display mode with matchMode, and uses a HAL or REF device, depending on the values of 'requireHAL' and 'requireREF').

 

Inside the function there is a loop which does somehting like this:

 

for(UINT adapterIndex = 0; adaperIndex < adapterCount; adapterIndex++)

{

     D3DDISPLAYMODE displayMode;

     direct3D9->GetAdapterDisplayMode(adapters[adapterIndex]->Oridnal, &displayMode);

 

     // The rest of the code...
}

 

... where 'adapterCount' is the current number of adapters installed on the system and 'adapters' is a std::vector which contains instances of a class which holds adapter information (like the adapter ordinal for example).

0

Share this post


Link to post
Share on other sites

GetAdapterDisplayMode() will return a mode for every adapter in the range 1..GetAdapterCount(). If GetAdapterCount() can see it, then it is fair game for access.

0

Share this post


Link to post
Share on other sites

Thanks Dave.

 

That's cool, but if I call this function specifying an ordinal which identifies an adapter installed on my system but which is currently inactive (i.e. it is not currenlty rendering my dekstop), then what is the returned display mode?

0

Share this post


Link to post
Share on other sites

If it's enabled, it gets a number, if it's completely disabled somehow, then it doesn't. If it gets a number, then it's accessible. DirectX won't skip numbers for disabled devices, it will ignore them completely. There won't be a case where ordinal #2 is valid as an argument to the various DirectX methods and ordinal #1 is not.

 

What is the returned display mode? I have no idea, but you can bet it will be a valid one.

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