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sprezzatura

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  1. Thanks, I'll look into those libraries. Meanwhile, I wrote my own slider, it will do the job.
  2. I'm using C++, Win32 API, DirectX 9. Is the slider you refer to a regular control? I tried creating a modeless dialog that included a slider bar, but it doesn't show up. I assume that the PeekMessage loop is stealing all the cycles. Also, would a regular Windows dialog work in full-screen mode? I'm thinking of something like this: [sharedmedia=gallery:albums:547] Based on the DXUT example, I assume you have to use a specially designed slider. I am reduced to drawing lines with D3DXCreateLine, tracking the mouse coordinates, doing a hit test for the thumbtrack. Kinda primitive.
  3. What is the simplest way to show a slider control? I am not using DXUT, my understanding is that DXUT is an all-or-nothing proposition, you either use it for everything (device creation, etc), or not. I would prefer not to get involved in adding a large library to my app. I just want to the user to be able to slide the control up & down. Thanks for your input.
  4. Thanks for the reply. I have found that text rendered as texture maps quickly becomes fuzzy and illegible when zooming out. Aren't sprites 2D? Which would mean they can't rotate in 3D (yaw, around the Y axis)? I can pump out 4M vertices (2K words) in a couple of seconds, and rotate that at 40 fps, so that's pretty acceptable. I guess I'll stick with that for now. I can try progressive meshes to reduce the rendering load. Also, I can animate the scene while creating the meshes, by gradually showing what has been generated so far, so that will keep the user entertained.
  5. Hear, hear... One of my favorite sayings is "Linux is free if your time is worth nothing" [img]http://public.gamedev.net//public/style_emoticons/default/ohmy.png[/img]) Now, I do respect OS X and Linux, but few people acknowledge the tremendous contribution to de facto standards that Microsoft has made over the years. The growth and proliferation of personal computing since 1983 is largely due to innovations in hardware, network speed, etc. This in turn has only been feasible because of a large market ready to pay cheaply for these innovations. The innovations are only affordable if they can be cranked out in large numbers, which requires standards. Just like the Internet grew because of standards like TCP/IP, HTTP, etc., personal computing grew because Microsoft imposed hardware interface standards like GDI (that's Graphical Device Interface, not GUI) and many others. (Yes, I realize RFCs are democratic and developed by neutral committees, whereas Microsoft is a corporation, that's not the point.) How many people have heard of WinHEC, much less attended one? Every year, Microsoft organizes the Windows Hardware Engineering Conference, where hardware developers are thrown into an arena to test each other's products against the latest version of Windows. Microsoft engineers are on deck to answer questions, execute tests, etc. in a huge effort to get all that stuff to work right before it hits the consumer's home. Extensive technical documentation is available. This is the kind of thing that has insured that Windows works pretty good over the years, and continues to satisfy consumer and corporate needs. I attended the 2003 WinHEC, and got within pie-throwing distance of Bill Gates. I was blown away by the scope and extent of the conference. There's a lot to be said in favor of Apple's "black box" model, where all the hardware is produced by one single vendor. A lot of money that would have been spent on hardware compatibility testing, is instead spent on perfecting the software. Not many people seem to appreciate this enough to pay for it, however.