My first D3D demo

Couldn't initialize Direct3D.
Make sure you have installed DirectX 8 or later.

I guess I need to get 8.1 ...
Oh btw, please provide fallback for SW T&L if one of your HW T&L requirements are not met. This would make it run on nVidia cards too! :)
(None of the nVidia cards has fixed function tweening support.)
 
Actually it starts on GF2, because this condition
Code:
if (!(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) &&
		 (caps.VertexProcessingCaps & D3DVTXPCAPS_TWEENING))
is miscoded. :LOL:

Of cos, it does not animate the model on the GF2.
 
Hyp-X said:
Actually it starts on GF2, because this condition
Code:
if (!(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) &&
		 (caps.VertexProcessingCaps & D3DVTXPCAPS_TWEENING))
is miscoded. :LOL:

Of cos, it does not animate the model on the GF2.

Damn, a missing parenthesis ...
I'll add SW T&L support, but now it's bedtime for me, will do that tomorrow maybe. What I don't get is why to make a difference in the API between hardware and software T&L.
 
tkopp said:
It's not working on my 8500.
"Couldn't create Direct3D device interface"
6037 drivers.

Make sure you haven't disabled TCL or something with a tweaker.
Or try a newer driver, the 6037 is said to be quite buggy. 6052 works fine for me.
 
Humus has fallen to the dark side. Noooo!


It runs fine on my Radeon 8500. :p Quite amusing is the framerate counter. It periodically shows 4 digits when the light goes out of the screen. I tried to capture it at 4 digits but alas...

Looks good, but weren't the Bubble Bobble guys slightly taller with a shorter tail?
 
Thowllly said:
I works on my GF2 GTS (doesn't animate, though), but there seems to be a single missing triangle in the model:

<a href="http://www.lstud.ii.uib.no/~s048/temp/missing.jpg">Look here.</a>

Must be a driver glitch. Doesn't occure on my Radeon 8500.
 
Mystiq said:
Looks good, but weren't the Bubble Bobble guys slightly taller with a shorter tail?

Hard to judge on that 16x16 sprite I can see in my C64 emulator :)
I noticed though that it should have small arms though, never noticed before I looked at it today.
 
Humus, you're sandbagging the C64's sprite capabilities, Everone knows that the C64's sprites are 24x21 pixels. Jeez :rolleyes:

Cheers
Gubbi
 
:)

Well, after looking harder and counting the pixels the actual character is 20x17 pixels large.
 
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