Render to directdraw surface?
Render to directdraw surface?
Can Irrlicht be used to render 3d scenes to (offscreen) directdraw surfaces? If so, are there examples available?
what do you mean by directdraw surfaces? Sounds like something from direct x. In fact it's the name of a direct x texture format (DDS). Do you mean something else?
Irrlicht can do Render to Texture which seems to be what you're after which is rendering the scene into a texture and then using the texture in a second render pass.
Irrlicht can do Render to Texture which seems to be what you're after which is rendering the scene into a texture and then using the texture in a second render pass.
I'm sorry. I thought that since Irrlicht is essentially a wrapper around Direct3D, knowledge about directx is a given.
A DirectX surface is essentially a means in DirectX to directly allocate. access and free 2D bitmap-data in videomemory or system memory. Using the older DirectDraw COM-interfaces you are able to create surfaces, stuff them with pixels and bit-block-transfer (BitBlt) them around.
What i'm looking for is some way to combine the older DirectDraw with Direct3D, and i was hoping that it's possible through Irrlicht. Direct3D would render a 3d scene onto some offscreen surface which i then can BitBlt as i please.
Hope this makes sense to some.
A DirectX surface is essentially a means in DirectX to directly allocate. access and free 2D bitmap-data in videomemory or system memory. Using the older DirectDraw COM-interfaces you are able to create surfaces, stuff them with pixels and bit-block-transfer (BitBlt) them around.
What i'm looking for is some way to combine the older DirectDraw with Direct3D, and i was hoping that it's possible through Irrlicht. Direct3D would render a 3d scene onto some offscreen surface which i then can BitBlt as i please.
Hope this makes sense to some.
Totally wrong on so many levels. DirectX isn't Irrlicht's main API for rendering, and secondly it includes many other things that don't have to do with graphics.noescom wrote:I'm sorry. I thought that since Irrlicht is essentially a wrapper around Direct3D, knowledge about directx is a given.
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The lowest version of Direct3D Irrlicht supports is 8.1.
After DirectX 7; Micosoft did away with DirectDraw and focused more
on Direct3D in a new design they called "Direct Graphics" and encourages
developers insted to use the latest versions of Direct3D in orthographic
projection for 2D work since according to them the 3D hardware had far
more potential, even for 2D, then DirectDraw ever could have.
Irrlicht itself is a graphics engine that does not use any specific graphics
API and as a result there are two software renderers, OpenGL and two versions of Direct3D
available for it which I'm paticularly fond of since that will allow the user
to choose whichever rendering api works best for them rather then being
forced to use only one in your traditional software.
But overall I think what JP said is right on; that you need Render-To-Texture
since it should accomplish whatever it is your trying to do just as well.
After DirectX 7; Micosoft did away with DirectDraw and focused more
on Direct3D in a new design they called "Direct Graphics" and encourages
developers insted to use the latest versions of Direct3D in orthographic
projection for 2D work since according to them the 3D hardware had far
more potential, even for 2D, then DirectDraw ever could have.
Irrlicht itself is a graphics engine that does not use any specific graphics
API and as a result there are two software renderers, OpenGL and two versions of Direct3D
available for it which I'm paticularly fond of since that will allow the user
to choose whichever rendering api works best for them rather then being
forced to use only one in your traditional software.
But overall I think what JP said is right on; that you need Render-To-Texture
since it should accomplish whatever it is your trying to do just as well.
