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 Blurry Windowed Mode dx8....?
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masterbooda
Swordmaster

277 Posts

Posted - May 19 2004 :  03:34:30 AM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Here is my problem... this program I'm writing is in 320x240 resolution and I want to run this in windowed mode but maximized... but the problem is, the screen is awfully fuzzy, you cant even read the text... I have tried everything, and I am simply out of ideas on this one... How do you remove this, I know its not antialiasing or multisampling, all that is off... I can semi fix it by switching resolutions on my desktop to a lower one... but this is something I really shouldn't have to do everytime I run one program... Fullscreen is not an option, because I want to use window menus and all that jazz..

Is this just how windowed mode is, or is there someway to set up the render state to keep this from happening... a little I can handle... but this is too much...

DaBooda Out....

And yes I know 320x240 is an outdated resolution... but Its perfect for this program... and I still like games in this res...

DaBooda Team is back: http://dabooda.789mb.com/

VBBR
Moderator

Brazil
617 Posts

Posted - May 19 2004 :  10:47:39 AM  Show Profile  Reply with Quote
If you change the size of the drawing surface you need to re-create the D3D Device object so it applies to the new screen. If you simply stretch the surface it may appear anti-aliased because your video card anti-aliases stretched surfaces


Whatever. Who knows...
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EACam
Warrior

154 Posts

Posted - May 19 2004 :  3:06:29 PM  Show Profile  Reply with Quote
Yeah, and all the pixels will be messed up too. Like if you make an object follow the mouse and then resize the window, the object will be moving according to mouse coordinates, but the pixels in the window are stretched meaning it doesn't follow the mouse quite right anymore.
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Peter
Administrator

Canada
67 Posts

Posted - May 19 2004 :  5:37:47 PM  Show Profile  Visit Peter's Homepage  Reply with Quote
Make sure to turn off texture smoothing. There is a short tutorial on how to do it here: http://voodoovb.talosstudios.com/dxtexsmooth.html

Talos Studios - VoodooVB - VB Gamer

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masterbooda
Swordmaster

277 Posts

Posted - May 21 2004 :  11:02:01 AM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
It was a hardware thing... I turned off all the special features and it cleared it up... but its still a little blurry, but readable... as for any texture smoothing... all my filters were off to begin with... problem I'm worried about is someone else running it and having their hardware set up like mine was.. they will blame me and throw the game into their recycle bin... of course, I would most likely make the game full screen anyways... but is there a way to detect this somehow.. and let them know?

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Eric Coleman
Gladiator

USA
811 Posts

Posted - May 21 2004 :  12:21:49 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
When you start the game, you could render a single pixel to the screen for a fraction of a second, and then check surrounding pixels to see if they're not the correct background color. For example, create a black background and then render a pixel with color RGB(25,25,25), and then check to see if any surrounding pixels are not rgb(0,0,0). Its quick and dirty, but might be your only option for detecting things outside of DirectX's control.
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masterbooda
Swordmaster

277 Posts

Posted - May 21 2004 :  2:46:34 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
I will try that... Its a pain.. but its the way things are going to be for us guys, who will not let go of the past and 2D... have you ever noticed that these newer cards are slowly but surely killing 2d... or maybe I am crazy, for I do sit in my basement with nothing but a ton of water and a ham radio waiting for the government to shut me down.... Come get me The Man!! Come get me!!

DaBooda out...


DaBooda Team is back: http://dabooda.789mb.com/
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cjb0087
Knave

Australia
76 Posts

Posted - May 21 2004 :  7:35:02 PM  Show Profile  Visit cjb0087's Homepage  Reply with Quote
yeah the newer graphics cards (me want an X800 :D) are gonna be optimized for DX9, so they wont go as fast using DX7 as ones optimized for DX7 will (understand?). but it should still work, the same way DX1 should still work (but badly)

www.bugsplat.tk
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Almar
Moderator

Netherlands
192 Posts

Posted - May 22 2004 :  04:56:27 AM  Show Profile  Visit Almar's Homepage  Send Almar an ICQ Message  Reply with Quote
quote:
Originally posted by cjb0087

yeah the newer graphics cards (me want an X800 :D) are gonna be optimized for DX9, so they wont go as fast using DX7 as ones optimized for DX7 will (understand?). but it should still work, the same way DX1 should still work (but badly)



I thought cards are "DX# supported" and not optimized.. like if a card supports DX9, then you xcan assume that it allows something like vertex shaders v2, while DX8 and lower do not (or something). I think :)
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cjb0087
Knave

Australia
76 Posts

Posted - May 22 2004 :  06:29:29 AM  Show Profile  Visit cjb0087's Homepage  Reply with Quote
nah, i think cards are being optimized for DX(insert recent number here) or OpenGL(insert random numer between 1.5 and 2.0)

www.bugsplat.tk
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 22 2004 :  11:17:50 PM  Show Profile  Reply with Quote
Even if they are optimized for DX 9(persay), the new cards are so much more powerful than previous cards omtimized for DX 7 (for the sake of argument), so they would still be faster than earlier cards in previous versions of DX.
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masterbooda
Swordmaster

277 Posts

Posted - May 23 2004 :  3:18:35 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
I disagree, I was using an nvide geforce with 64mb on the card, and I was programming quite a few games in dx7, I had alot of stretching involved... That card handled it quite well, as well as the gamma. I also had a game written using 8bit color mode, so I could do palette shifting effects.

I then installed a nvidia xfx 5200 with 128 on board... I then ran the same games, and the stretching slowed down my fps to 5 and the gamma did the same, took forever both together froze it.... and for the 8bit mode, forget about it, the card wouldn't support it.

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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VBBR
Moderator

Brazil
617 Posts

Posted - May 23 2004 :  3:36:40 PM  Show Profile  Reply with Quote
Maybe the manufacturer of your card made something sinister with it? Because I doubt nVidia would do something of this kind with their chips.

Whatever. Who knows...
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masterbooda
Swordmaster

277 Posts

Posted - May 23 2004 :  4:05:20 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Ignore my post, I forgot, I updated my driver and it worked fine. That is me, always guick to blast hardware... sorry. I just feel like the video gaming world is going nuts with this 3d stuff, when as a programmer, using 3d is like taking a shortcut. Yes setting it up is harder, but after that you can give people the impression that the game is good, when it really isn't, but if you impress with a 2d game the programmer has put some real effort into it.

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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VBBR
Moderator

Brazil
617 Posts

Posted - May 23 2004 :  5:06:10 PM  Show Profile  Reply with Quote
Yeah in some way you are right. A 3D game surely can impress more even if it's a bad game.

Whatever. Who knows...
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 24 2004 :  11:12:59 AM  Show Profile  Reply with Quote
I don't know... It may be easy to make a simple game, but once you start making a larger game-Between the collision detection, visibility determination, AI, physics, etc.-3D can be much harder.
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