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Oct 29th, 2023, 11:51 AM
#41
Re: C++ Created DLL File To Use In VB6
Last edited by Jacob Roman; Oct 29th, 2023 at 11:55 AM.
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Oct 29th, 2023, 11:59 AM
#42
Re: C++ Created DLL File To Use In VB6
Does it contain the needed export?
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Oct 29th, 2023, 04:39 PM
#43
Re: C++ Created DLL File To Use In VB6
Couldnt tell ya cause its a triple A game made by Raven software. All I know is, is that it triggers the GeForce experience tab much like the one line of code does despite using DX8 or opengl 1.5
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Oct 29th, 2023, 05:30 PM
#44
Re: C++ Created DLL File To Use In VB6
If this is new code you're better off using dx11 or 12 anyway (yes there's vb6 typelibs for it), but otherwise it might still be worth trying the nvapi_Initialize method.
Also you can check the exports of any exe with a tool like PE File Browser or any number of similar utilities. Or programmatically, if you want to have some fun learning about exe headers.
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Oct 30th, 2023, 04:54 PM
#45
Re: C++ Created DLL File To Use In VB6
 Originally Posted by fafalone
If this is new code you're better off using dx11 or 12 anyway (yes there's vb6 typelibs for it), but otherwise it might still be worth trying the nvapi_Initialize method.
Already have. Nothing works. I attempted all sorts of solutions and didn't get anywhere, even 3 years ago when I made an attempt. My theory is that the VBDX7.dll and VBDX8.dll files are limited and don't allow for dedicated graphics for a video card. Otherwise, some of our solutions may have worked. If I knew the inner workings of those Nvidia files, I could have tried some hacks as well, but there's little information other than that "magical" one line of code that is generally used in C++.
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Oct 31st, 2023, 06:30 PM
#46
Re: C++ Created DLL File To Use In VB6
You can use assembly plugins such as fasm to generate obj files and then link them with VB6. In the end, there is only one file.
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Nov 1st, 2023, 12:48 AM
#47
Re: C++ Created DLL File To Use In VB6
It may be possible to modify dx8vb.dll since the source is now available... though I've spent many, many hours trying to get it compile for x64 with no luck. Maybe just an x86 mod would be easier. Though dx11/12 would be the better solution. I believe there's also a dx9 library. Or OpenGL, there's a vb6 OpenGL library too.
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Nov 1st, 2023, 04:11 AM
#48
Re: C++ Created DLL File To Use In VB6
directx11 is what should be considered. I mean, nowadays theres only a few left in XP-era. most people have at least windows 7 but the majority have emigrated to 10.
directx12 is only if u dont care about windows 7 and focus on 10+ users.
sure, I can understand if u have lots of knowledge in directx 7/8. but directx11/12 are more powerful. also u can use Direct2D (that uses Directx11) if u plan to make 2D games.
u can pick the trick or fafalone typelibs for it and theres a bunch of threads with samples and discussions.
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Nov 1st, 2023, 07:15 PM
#49
Re: C++ Created DLL File To Use In VB6
I already been working with DX11 and DX12 a couple of years back, until I ran into the wonderful world of Unity. 
I wanted to come back to the ol' VB6 to do what I always wanted, and that was to build a ray tracer and push as much as I can out of that geezer lol. I can already do Direct Memory Addressing to render pixels as fast as humanly possible through VB6, but with this extra kick by enabling Discrete graphics on the graphics card, I can really give it a go. However, you all given me new information that may come in handy. Since DX12 is actually the way to go for Direct Memory Addressing now that Microsoft gave developers more control over the hardware, how do I do DX12 in VB6? Also, on a side note, I am curious as to what the source code is for dx8vb.dll.
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Nov 1st, 2023, 08:25 PM
#50
Re: C++ Created DLL File To Use In VB6
wqweto has a Direct3D 11 typelib with the primary interfaces + tutorials.
It looks like my oleexp might be the only typelib with near-complete 11 and any 12 interfaces (I believe the only thing I didn't cover is some debug stuff, and of course kernel mode stuff); and dxgi. But I don't have any tutorials for 12. If you look at C++ ones they'd be easiest to port though; I stick as close as possible to SDK definitions rather than try to make it more VB-friendly.
I thought The trick had one too but it looks like he just has D3D 9? Did I miss it?
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