Author Topic: D3D9  (Read 1653 times)

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I've spent the past day sorting out the compile time issues of moving the D3D8 code to D3D9 in FS2. So I thought I should make sure to ask if anyone else is doing something like this? Currently I don't have an executable build, just a compiling one so I won't upload to the CVS.

Incidentally, D3D9 kills D3D8 since the 2 don't like co-existing in the same build (I was originally trying to separate them).

 

Offline WMCoolmon

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Oh dear.

*Can of worms*

My opinion on this is that D3D9 should be buildable using this SDK, but optional so those on Windows 98 and whatnot can still compile the source using OpenGL.
-C

 

Offline taylor

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If you want to #ifdef it use NO_DIRECT3D since it's already there.

 
Direct3D can be yanked out by ifdef'ing it. I haven't committed anything to CVS yet (and don't plan to soon). Currently I have it running on the October 2005 build SDK.

 

Offline taylor

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Just be sure that it builds/works with the December 2004 SDK (what WMC linked to) since that was the last one that worked with Windows 2000.  It's been discussed before and the consensus was that DX9 code was contingent on it supporting Win2k, for the sake of the developers.  There is a thread in the internal that you may want to look at on the subject, if you haven't seen it already.

 
Top of my todo list once it actually works well. Currently it's just very very slow because I did a nasty hack job to put it in. Now it needs to be smoothed over.

  
Ok scratch that, it actually works quite nicely in Retail D3D mode, but what that means is that D3D is doing a lot of work keeping it a float behind scenes so I need to optimize that.