Question on Future Additions...
by William Todd Scott · in Torque Game Engine · 01/22/2006 (8:38 pm) · 4 replies
Are there plans to provide .dds support in TGE?
Are there plans to support DX8 graphics cards with TSE?
Thanks
Todd
Are there plans to support DX8 graphics cards with TSE?
Thanks
Todd
#2
Thanks for getting back to me.
I was able to add .dds support to TGE.
I appreciate the heads-up on TSE and DX8. One of the guys I am working with has a laptop with a DX8 card, so I was just curious about that for TSE.
Todd
02/16/2006 (9:25 am)
Hey Chris,Thanks for getting back to me.
I was able to add .dds support to TGE.
I appreciate the heads-up on TSE and DX8. One of the guys I am working with has a laptop with a DX8 card, so I was just curious about that for TSE.
Todd
#3
Did you post a resrouce for dds suppport? I'm sure someone else could find it useful as well.
02/16/2006 (9:31 am)
William - you should be able to install the DriectX 9 drivers, and TSE has fallback shaders that will fallback to your shader version. Did you post a resrouce for dds suppport? I'm sure someone else could find it useful as well.
#4
Thanks for the help here...I am going to take another shot at getting him up and running. I took his comment that TSE wasn't working on his DX8 graphics card, and didn't look any deeper.
On the DDS support... I have been going back and forth on submitting this as a resource. The primary reason being that it isn't a clean integration. The right way to integrate it into the engine would have been to either extend or replace the BitMap class. I did not do that. The drawbacks are 1) I have not integrated DDS support for the terrain, 2) I had to add dynamic_cast calls (which are slow) to determine if a resource being loaded is a bitmap or a DDS_Image, and 3) it isn't nearly as elegant (or correct) as having a single Bitmap class for all textures, and 4) I can't remember if all the openGL calls for compressed textures have been implemented in DirectX (which means it may not support DirectX rendering).
So, I am going to hold off on posting this as a resource.
However, if anyone is interested in the DDS code (despite its drawbacks) I am happy to email it to them.
Todd
02/16/2006 (9:51 am)
Chris,Thanks for the help here...I am going to take another shot at getting him up and running. I took his comment that TSE wasn't working on his DX8 graphics card, and didn't look any deeper.
On the DDS support... I have been going back and forth on submitting this as a resource. The primary reason being that it isn't a clean integration. The right way to integrate it into the engine would have been to either extend or replace the BitMap class. I did not do that. The drawbacks are 1) I have not integrated DDS support for the terrain, 2) I had to add dynamic_cast calls (which are slow) to determine if a resource being loaded is a bitmap or a DDS_Image, and 3) it isn't nearly as elegant (or correct) as having a single Bitmap class for all textures, and 4) I can't remember if all the openGL calls for compressed textures have been implemented in DirectX (which means it may not support DirectX rendering).
So, I am going to hold off on posting this as a resource.
However, if anyone is interested in the DDS code (despite its drawbacks) I am happy to email it to them.
Todd
Torque Owner Chris Labombard
Premium Preferred
I wasn't sure what dds was so I looked it up. It appears to be a image file format that supports mip mapping. If you want dds support you can probably add it yourself. I don't know how you'll set up mip mapping, but Im sure you can figure a way ;)