Directx sprites question

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Asimov
Posts: 814
Joined: May 19th, 2012, 11:38 pm

Directx sprites question

Post by Asimov » October 22nd, 2012, 11:08 pm

Hi Chilli,

Just been reading up on directx sprites. Here is a section of code for rendering sprites

Code: Select all

 /// <summary>Renders the current frame.</summary>
/// <param name=”device”>The Direct3D device</param>
/// <param name=”elapsedTime”>Time elapsed since last frame</param>
public override void OnRenderFrame( Device device, float elapsedTime )
{

device.Clear( ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0 );
device.BeginScene();

// Clip…

// Render cats and Crono
m_sprite.Begin( SpriteFlags.AlphaBlend );
foreach ( Cat c in m_cats )
{
c.Draw( m_sprite, m_texCat, new Rectangle( 0,0, 32, 32), Color.White );

}
m_crono.Draw( m_sprite, m_tex );
m_sprite.End();

// Clip…

device.EndScene();
device.Present();

}

The m_sprite.begin and end are exactly how XNA does sprites.

What I am wondering chilli. Would the Chilli framework need to be totally rewritten to do directx spirtes, or can it use the current system of switching screen buffers?
----> Asimov
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk

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LuX
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Location: Finland

Re: Directx sprites question

Post by LuX » October 23rd, 2012, 1:46 pm

Only the Graphics.cpp and .h part would have to be... Well, not completely rewritten as you could still use the old-school backbuffer to draw pixels, but you would just have to add a couple of things.

I'll see later if I can find from my history the tutorial I read about this stuff. Most of the part I didn't even understand but I got the general idea and after that I just explored all the functions and read what they do on microsoft page and pretty much figured all out like that.
ʕ •ᴥ•ʔ

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Asimov
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Joined: May 19th, 2012, 11:38 pm

Re: Directx sprites question

Post by Asimov » October 23rd, 2012, 4:04 pm

Hi Lux,

I found few tutorials, but there seems to be a hell of a lot of typing to do heh heh, and I don't like adding stuff until I understand what they do. It is more important for me to understand.
----> Asimov
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk

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chili
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Re: Directx sprites question

Post by chili » October 24th, 2012, 2:45 pm

Yeah, what LuX said. I haven't used D3DX sprite in a while but I think you can get away with using it without setting up the rendering pipeline and tranform matrices and stuff.
Chili

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