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 SPARK2 Dark Basic Professional Wrapper

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Charlie



Messages : 81
Date d'inscription : 2011-01-28
Age : 34

PostSubject: Hi   Thu Dec 15, 2011 3:48 am

Thanks !

Darktib:
Yep this is the first beta version of the effect Very Happy ... i will tweak it and have better result !

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JuggernautSpark



Messages : 7
Date d'inscription : 2012-09-11

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Wed Sep 12, 2012 9:40 am

Hello Charlie,

In your first post you have stated that

Quote :
The wrapper is not limited for DBpro only . Can be used with any BASIC compiler which supports pointers and DX9 (NOTE: DBPro specific commands won't work !!)

Now I see you you have recently released the Latest version : 1.2.3 (08.01.2012).

My question is - does the above statement hold true in case of the latest version also ?
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Charlie



Messages : 81
Date d'inscription : 2011-01-28
Age : 34

PostSubject: hi   Wed Sep 12, 2012 2:44 pm

Hi as i can remember it should work ! But you need to create function pointers (if you use Nuclear Fusion) or call the SparkWrapper functions directly from the dll (in case you use Nuclear basic)

1st Step : You need to call the "ext_SP_Init(struct IDirect3DDevice9 *) " Function from your game.
where you pass your DX9 device pointer.

2nd Step : Create your particle systems using the functions exported in the Dll (E.g SP_CreateSystem , SP_SetSystemSpeed , etc for help see the DBpro examples)

3rd Step : to render/update you systems call "ext_SP_UpdateEx(class SPK::System *)" and pass the pointer of the system you want to render/update

As for the step 3 , i'm not sure as i can't remember is that function finished in 100% , i must see the source first(it's on an other computer at the moment...) But you should try

To understand the parameters in the dll functions , see the help files
Regards


EDIT : There should be a problem using the renderers ! Because they're using DBpro images instead of a IDirect3DTexture9 *
So i need to add some external functions for the renderers (Whre you pass a IDirect3DTexture9 * as a texture instead of a DBpro imageID)


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JuggernautSpark



Messages : 7
Date d'inscription : 2012-09-11

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Fri Sep 14, 2012 4:15 am

Quote :
EDIT : There should be a problem using the renderers ! Because they're using DBpro images instead of a IDirect3DTexture9 *
So i need to add some external functions for the renderers (Whre you pass a IDirect3DTexture9 * as a texture instead of a DBpro imageID)

What exactly is meant by - "Because they're using DBpro images instead of a IDirect3DTexture9 * " ?

So unless you add those external functions, this wrapper will not work with Nuclear BASIC ?

Can you please give us a version of Spark Wrapper that will work with all the BASIC compilers - Nuclear BASIC, Pure BASIC etc. ?

Lastly Nuclear Basic comes with support for DirectX 11 (with a fall-back support to DirectX9) on the first hand but the SPARK Wrapper is using DirectX 9 renderer, so will there be a problem there ?
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Charlie



Messages : 81
Date d'inscription : 2011-01-28
Age : 34

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Fri Sep 14, 2012 2:57 pm

Quote :
What exactly is meant by - "Because they're using DBpro images instead of a IDirect3DTexture9 * " ?

It means , that it loads the textures trough DBpro (texture resources are managed by DBpro) and the DBPro texture is "converted" to IDirect3DTexture9 *
I need to add a function which loads a texture in IDirect3DTexture9 * format and not DBpro format.

Quote :
So unless you add those external functions, this wrapper will not work with Nuclear BASIC ?

In Nuclear BASIC will work , but the particles will not have textures (in Nuclear FUSION will work without any problem as you can load IDirect3DTexture9 * in C++)

Quote :
Can you please give us a version of Spark Wrapper that will work with all the BASIC compilers - Nuclear BASIC, Pure BASIC etc. ?

Pure basic and nuclear basic are compilers with some built-in commands so you still need a Rendering engine with DX9 support to render SPARK2 particles ( But I'm Working on it Smile )

Quote :
Lastly Nuclear Basic comes with support for DirectX 11 (with a fall-back support to DirectX9) on the first hand but the SPARK Wrapper is using DirectX 9 renderer, so will there be a problem there ?

Nope , untill you use the Nuclear Basic's DX9 renderer. With DX11 it won't work.
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JuggernautSpark



Messages : 7
Date d'inscription : 2012-09-11

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Sat Sep 15, 2012 2:28 pm

Is there any plan of upgrading the renderer to DX11 with the ability to use DX9 also ? I am asking this because there is a speculation that a DX11 version of Dark Basic Pro - named as Dark Basic Elite will appear in coming days.
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stardeath
Committer


Messages : 140
Date d'inscription : 2009-08-24

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Sat Sep 22, 2012 10:11 am

i'm working on the dx11 version, i need it for a 3d engine i'm writing, but it goes slowly, i haven't enough time to work on it.
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Charlie



Messages : 81
Date d'inscription : 2011-01-28
Age : 34

PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Sun Apr 21, 2013 4:42 pm

Released a new version :
1.2.4

Some changes in rendering , fixes and demos showing SPARK2 features.

See rain demo for collision detection and spawn particles action combo.
See short circuit and smoker demo for alpha blended particles (fixes alpha blending in dx9 renderers)


Download :
http://depositfiles.com/files/214a3dckp
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PostSubject: Re: SPARK2 Dark Basic Professional Wrapper   Today at 3:43 am

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