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May 5th, 2004, 12:21 PM
#1
Electroman!!
Look I made you a thread too...
Sorry the documentation was too long to be sendt in a PM. So here we go.
Full-Scene Antialiasing
Full-scene antialiasing refers to blurring the edges of each polygon in the scene as it is rasterized in a single pass—no second pass is required. Note that full-scene antialiasing, when supported, only affects triangles and groups of triangles; lines cannot be antialiased by using Direct3D services.
[C++]
On some hardware, full-scene antialiasing can be applied only when the application renders the polygons sorted from back to front. To find out whether this is true for the current device, retrieve the device capabilities by calling IDirect3DDevice7::GetCaps method. After the call, check the dwRasterCaps member of the associated D3DPRIMCAPS structures. If the device requires back to front rendering for antialiasing, it exposes the D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT capability flag in dwRasterCaps. If the device can perform antialiasing without regard to polygon order, it will expose the D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT flag. Of course, the absence of both flags indicates that the device cannot perform full-scene antialiasing at all.
After finding out whether or not you need to sort the polygons, set the D3DRENDERSTATE_ANTIALIAS render state to D3DANTIALIAS_SORTDEPENDENT or D3DANTIALIAS_SORTINDEPENDENT and draw the scene.
When you no longer need full-scene antialiasing, disable it by setting D3DRENDERSTATE_ANTIALIAS to D3DANTIALIAS_NONE.
[Visual Basic]
On some hardware, full-scene antialiasing can be applied only when the application renders the polygons sorted from back to front. To find out whether this is true for the current device, retrieve the device capabilities by calling Direct3DDevice7.GetCaps method. After the call, check the lRasterCaps member of the associated D3DPRIMCAPS types. If the device requires back to front rendering for antialiasing, it exposes the D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT capability flag in lRasterCaps. If the device can perform antialiasing without regard to polygon order, it will expose the D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT flag. Of course, the absence of both flags indicates that the device cannot perform full-scene antialiasing at all.
After finding out whether or not you need to sort the polygons, set the D3DRENDERSTATE_ANTIALIAS render state to D3DANTIALIAS_SORTDEPENDENT or D3DANTIALIAS_SORTINDEPENDENT and draw the scene.
When you no longer need full-scene antialiasing, disable it by setting D3DRENDERSTATE_ANTIALIAS to D3DANTIALIAS_NONE.
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May 5th, 2004, 12:43 PM
#2
Ex-Super Mod'rater
Thanx Mate . I feel special now, thats twice today I have been given a thread of my own .
I'll show you the Vector Wars thing in a min, I just added explosions (thats vector based Explosions) it loks really nice 
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May 5th, 2004, 12:48 PM
#3
Hehe...No problem
Looking forward to it. Have been some time since I looked it at now...and this web page thingy is killing me...:d
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May 5th, 2004, 01:08 PM
#4
Ex-Super Mod'rater
Here you go: http://www.electromanuk.com/Download.php?file_id=22 (253KB)
I had to upload it to my site cos its a bit bigger now it has sounds in. .
Same controls as before and change weapons using 1 & 2 and turn gravity on and off using 9 & 0. Another thing, the AntiAlis is on to start with but you can turn it off using Z and put it back on using X or C (no difference which is used).
Let me know what you think. (BTW I preffre the explosions for shoting the ground compared to crashing into it.) Another thing I did was sorted the camera out, try flying off the screen .
When your thread has been resolved please edit the original post in the thread (  )
and amend "-[RESOLVED]-" to the end of the title and change the icon to  , Thank you.
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May 5th, 2004, 01:40 PM
#5
Hehe...I liked to bounce off the terain..... ...and the explotions reminds me of the explotions in Lemmings. Do you remember that game. That was great. So are you going to add some enemies soon?
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May 5th, 2004, 01:40 PM
#6
BTW with that lazer gun thingy (number 2) it should be possible to hold the fire button down like with the bullet shooting (number 1)
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May 5th, 2004, 01:58 PM
#7
Ex-Super Mod'rater
Yeah first of all I'm gonna make a little turret to sit on the terrian. Then I will look at flying enemies . Thing is the way I have done the terrain I can detect collisions but not find the position of the collision very easily, so I dont think I will have ground units, apart from static ones like turrents.
Lemmings was cool .
About the Laser, you think it would be better? The laser is going to have limited ammo and the Machine gun will have infinite.So I thought I would make the player conserve the ammo, the laser will do lots more damage and longer range. I suppose I could just have a slight delay when holding it down but if the player releases and presses they can fire as fast as they like .
I'm thinking of making a new thread either today or tomorrow asking about effects I could do with just lines and points. Like the Explosions. I want to do Water effects (I have a bit of an idea here, for waves mainly). And Fire, fire may be quite tricky though.
BTW I have a missile sound there if you select 3 as the weapon it will select the missile but it doesn't have a graphic attached to it, only the sound .
When your thread has been resolved please edit the original post in the thread (  )
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May 5th, 2004, 03:58 PM
#8
Ex-Super Mod'rater
I found a bug in the code that removes old particles . It doesn't show up in the Bullets (which uses the same code) because they are normally destroyed in the order they are created. I'm gonna have to rewrtie this code now, and its not going to be as fast. . I had 6,000 of those points on the screen just before and it had only just started to go jumpy . I put 10,000 on and it just went really really slow . Thats pretty cool though.
When your thread has been resolved please edit the original post in the thread (  )
and amend "-[RESOLVED]-" to the end of the title and change the icon to  , Thank you.
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