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 DX8 Surface problem
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Stormy
Neophyte

Czech Republic
3 Posts

Posted - Jul 15 2004 :  04:24:44 AM  Show Profile  Visit Stormy's Homepage  Send Stormy an ICQ Message  Reply with Quote
Hi there, i have a problem with surface in directx8. i want to move with the surface, but i dont know how. can anybody help me, please? Thx.

cjb0087
Knave

Australia
76 Posts

Posted - Jul 15 2004 :  05:59:38 AM  Show Profile  Visit cjb0087's Homepage  Reply with Quote
what do you mean by 'move with the surface'?


www.bugsplat.tk
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Stormy
Neophyte

Czech Republic
3 Posts

Posted - Jul 15 2004 :  06:39:23 AM  Show Profile  Visit Stormy's Homepage  Send Stormy an ICQ Message  Reply with Quote
quote:
Originally posted by cjb0087

what do you mean by 'move with the surface'?


i mean changing xy position
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VBBR
Moderator

Brazil
617 Posts

Posted - Jul 15 2004 :  11:09:19 AM  Show Profile  Reply with Quote
Uh... I guess "surface" isn't the right term... you mean a quad? Then you just change the x,y coordinates of each vertex by the amount you want to move.

Whatever. Who knows...
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Stormy
Neophyte

Czech Republic
3 Posts

Posted - Jul 15 2004 :  12:02:54 PM  Show Profile  Visit Stormy's Homepage  Send Stormy an ICQ Message  Reply with Quote
quote:
Originally posted by VBBR

Uh... I guess "surface" isn't the right term... you mean a quad? Then you just change the x,y coordinates of each vertex by the amount you want to move.


no, i really mean surface -- Direct3DSurface8 object
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Jul 15 2004 :  12:58:08 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
You can't move a surface. You can render the surface on another surface (generally the backbuffer) in different locations. For this, you'll need some sort of geometry since directx 8 doesn't support a bitblt. You will need to create a "quad" that uses the surface as a texture. You then modify the World matrix by either creating a translation matrix as the world matrix or multiplying the current world matrix with a translation matrix.
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