Integration with DirectX
by Lee M · in General Discussion · 11/26/2004 (1:07 pm) · 4 replies
Hi all,
We have a small and rudimentary engine, DirectX-based . We have there some particle systems we built, some text effects, loading of X files, and others DX-based systems. I wondered how it can be integrated with TGE.
How can we do that? Is it possible? I know I might go around it, but I'm trying to find a game negine with which we can integrate, not replace.
Can we have a "hook" in the main rendering part for DirectX driver and put there calls for our code?
Does TGE supports X files?
What version of DirectX does TGE need to installed by the user?
Why, in the documentation of the TGE, teh Direct3D block is "surrounded" by a block of Open GL?
Thanks so much!
Lee
We have a small and rudimentary engine, DirectX-based . We have there some particle systems we built, some text effects, loading of X files, and others DX-based systems. I wondered how it can be integrated with TGE.
How can we do that? Is it possible? I know I might go around it, but I'm trying to find a game negine with which we can integrate, not replace.
Can we have a "hook" in the main rendering part for DirectX driver and put there calls for our code?
Does TGE supports X files?
What version of DirectX does TGE need to installed by the user?
Why, in the documentation of the TGE, teh Direct3D block is "surrounded" by a block of Open GL?
Thanks so much!
Lee
#2
11/26/2004 (3:38 pm)
Melv's Generic Render Object will help you get started in adding new object support for your X files.
#3
11/27/2004 (4:00 am)
I see, Thanks. Any idea if how can I access the surface and the device through the code, so I can integrate with my engine?
#4
2. Buy TSE for advance DX9 graphical advantages.
3. Look at the platform layer.
4. Create your own custom object type for loading and displaying .x files. The DirectX SDK has a viewer application in their tutorial source to get you started in understanding the in's and out's of the format.
11/27/2004 (9:22 am)
1. Buy a Torque License.2. Buy TSE for advance DX9 graphical advantages.
3. Look at the platform layer.
4. Create your own custom object type for loading and displaying .x files. The DirectX SDK has a viewer application in their tutorial source to get you started in understanding the in's and out's of the format.
Torque Owner Neil Marshall
"Does TGE supports X files?"
Not that I know of. You could always program it in of course but that's a lot of work. It uses .dts files for characters and objects and .dif files for interiors. There are exporters for Max, Maya, Milkshape, and other cad programs so if you used a similar program to make your .x files then you should be able to (with a little work) export them in the Torque file formats.
"Why, in the documentation of the TGE, teh Direct3D block is "surrounded" by a block of Open GL?"
The Torque engine works on operating systems other then Windows. DirectX is a windows only technology. OpenGL is a cross platform technology so it works on Mac and Linux operating systems.
The wrapper makes it so that there is a platform indipendent rendering engine and the different operating systems can handle the graphics however they like. In the case of windows that gives you the choice of DirectX or openGL.