Why is directx rendering dx8 and not dx7
by bentgarney · in Torque Game Builder · 04/15/2005 (11:17 am) · 7 replies
#2
The D3D support is only there as a stop gap measure for people who don't have proper opengl drivers,.
Two, it uses a D3D7 device, as you could have found for yourself by looking at the code.
Linking against the dx8 stuff has nothing to do with the renderer being d3d8 : to boot, it could a d3d8 device, but since it's not using any shaders stuff, it would run on dx7 level hw with dx8 installed.
But, no, it's explicitly using d3d7 to init the d3d stuff.
Put it to rest already :)
P.S : don't take my word for it, run the game on a fresh install of win2k (comes with dx7), and you'll see it'll just work
04/15/2005 (11:32 am)
One, T2D uses OpenGL, that's the renderer that's meant to be used. The D3D support is only there as a stop gap measure for people who don't have proper opengl drivers,.
Two, it uses a D3D7 device, as you could have found for yourself by looking at the code.
Linking against the dx8 stuff has nothing to do with the renderer being d3d8 : to boot, it could a d3d8 device, but since it's not using any shaders stuff, it would run on dx7 level hw with dx8 installed.
But, no, it's explicitly using d3d7 to init the d3d stuff.
Put it to rest already :)
P.S : don't take my word for it, run the game on a fresh install of win2k (comes with dx7), and you'll see it'll just work
#3
04/15/2005 (11:35 am)
DX8 represented a good improvement in many areas. I think as far as the process of building T2D would be easier for GG folk to use more current libraries. It should not be an issue for you as far as performance on the lower end pc's. If anything it should work better.
#4
In otherwords, T2D will use DX8, DX9, or whatever the best it knows about, but if thats not available it should automaticly fall back to dx7 or whatever.
This is how most all DX apps work and i'm sure T2D is no exception.
04/15/2005 (12:34 pm)
Any DX application should always use the latest interface it knows about, yet fall back to older interfaces if it must.In otherwords, T2D will use DX8, DX9, or whatever the best it knows about, but if thats not available it should automaticly fall back to dx7 or whatever.
This is how most all DX apps work and i'm sure T2D is no exception.
#5
A game written for D3D9 requires D3D9 interfaces. A game requiring D3D7 interfaces requires D3D7 interfaces, which exist in any install of DX7+.
04/15/2005 (1:16 pm)
Quote:This is how most all DX apps workNo, they really don't. There are significant interface differences between D3D7, D3D8 and D3D9. The effort involved in doing so is non-trivial and the QA time required to verify it all would be frightening.
A game written for D3D9 requires D3D9 interfaces. A game requiring D3D7 interfaces requires D3D7 interfaces, which exist in any install of DX7+.
#6
04/15/2005 (1:20 pm)
Sorry I had it backwards. Hadn't had my caffeine at the time.
#7
04/15/2005 (1:40 pm)
Quote:If my game doesn't support DX7, I'm blaming you guysThe easiest way to get your answer is to search the source for the DirectX initialization. If it calls Direct3DCreate8, it's using D3D8. :)
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