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lucky6969b

OpenGL Direct3D Setting the State of Line Widths and Point Sizes

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lucky6969b    1330

Hello, In the Direct3D State Machine,

I wonder how can I set the state of a line width and of a point size?

In the following OpenGL Code Snippet,

it tries to reset the line width and point size of the current OpenGL states,

I wonder how I can do the same in Direct3D?

I've looked at ID3DXLine, but I don't think it is where I am looking for.

Thanks

Jack

void DebugDrawDX::end()
{
	/*
	glEnd();
	glLineWidth(1.0f);
	glPointSize(1.0f);
	*/
	
}
Edited by lucky6969b

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Buckeye    10747

First: google is your friend. You can often get answers more quickly by searching for the answers yourself. "directx 9 set line width" yields over 150,000 hits, the first few of which explain your situation. "directx 9 set point size" results in over 200,000 hits.

 

That being said, setting the width of a line drawn with DrawPrimitive isn't supported in DirectX 9. ID3DXLine can be used for drawing lines wider than 1 pixel. That results in actually drawing textured triangles (which, IIRC, is what OGL does under-the-hood).

 

Setting point size is done via SetRenderState with D3DRS_POINTSIZE. Point size is a floating point value. The SetRenderState call takes a DWORD* argument, so you have to cast the address of a float value to DWORD*. Whether the point size is interpreted as a screen space size or world space size is determined by SetRenderState with D3DRS_POINTSCALEENABLE. The default setting is FALSE, and point size is implemented as screen space (pixels). Setting it to TRUE means the point size is in world units.

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mhagain    13430

Buckeye's post is correct, of course, but it's worth expanding on the reason why Direct3D 9 doesn't support line width other than 1.

 

Part of the design philosophy of Direct3D is that it exposes what's on the hardware and only what's on the hardware.  OpenGL by contrast specifies an abstract "virtual machine" which is then implemented in drivers, either by making calls to the hardware or by emulation in software.

 

And that's where the reason lies: the vast majority of hardware doesn't actually support line width other than 1.

 

So in the Direct3D case it's not supported in hardware so you just can't do it.

 

In the OpenGL case it's specified by the API but not supported in hardware, so the driver must emulate it.

 

In Direct3D the driver won't emulate it so you have to emulate it yourself.

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