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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: Display Graphics
Hallo, I've done this kinda thing with D3D loads of times and it's very suited to the task. If you take your image (like a 640x480 one) and create several 256x256 texture pages (or one big one, but I don't like recreating video texture pages) you can construct a simple poly mesh that you can map your image onto. The good thing about this is that if you want your app to run windowed, you can scale it by just altering the poly sizes (or if you want to work in varying resolutions). For every frame, simply upload a new version of the image onto your created texture pages. The "guaranteed always to work on all cards" version of this is to first of all to create a temporary system texture page surface (DDSCAPS_SYSTEMMEMORY | DDSCAPS_TEXTURE), lock the surface and copy your data to it manually (remember to unlock afterwards :0). When that's done, use the IDirectDrawSurface4::Blt() function to copy from the system texture page to the destination video texture page and it will be uploaded for the new frame. Now just redraw the polys. I've tried locking the video texture page before and manually writing to that but it doesn't always work. My Voodoo2 handled it fine but my Rage ATI Pro just didn't upload anything (and that's the fastest card, maybe because it's an AGP primary). Other people I gave my programs to test also reported that the textures weren't being uploaded. This whole method might sound very slow but it's surprisingly very quick, even on the worst of cards. I managed to get a 24-bit AVI compressed with Indeo 5 at 512x256, running at 24fps (I have my frame rates synched to that normally so it might be going a little bit faster). And because I was using 16-bit texture pages I had to manually convert each frame from 24-bit -> 16-bit on the fly. It's a pretty nice system which work surprisingly well. That's the route I'd take anyway, if you need any of the source code, just gimme a mail. Seeya, - Don -----Original Message----- From: Hall, Russell E <Russell.Hall@bridge.bellsouth.com> To: gameprogrammer@gameprogrammer.com <gameprogrammer@gameprogrammer.com> Date: 10 September 1999 08:21 Subject: Display Graphics > >Hello, > > >I'm having a bit of trouble. I have created an animation sequence in Truespace >3 and had it create the output as a set of numbered .tga files. I would like >to display each one of these files in order, one on top of the other with a >slight pause in between each frame to simulate a movie or a cutscene for my >game. > >I've thought of using openGL and wrapping the texture onto a 2d surface like a >square but I'm have trouble with the process. In openGl you must write a >function to read in the image and then another function to do the wrapping and >that whole process I just can't seem to get down pat. > >Could someone suggest either a better way of getting a cutscene into a game or >a link to opengl(other than opengl.com) or directX that could help me out. > > >Thanks for your help and advice, > >Russell >-- The New B -- > > > > >================================================================= >To SUBSCRIBE or UNSUBSCRIBE please visit >http://gameprogrammer.com/mailinglist.html > > ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html
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