That's very interesing, I hope some information about how to do that rapidly will be available for developers and maybe some functions to interface it will be available in the future HWA SDK. :)Quote:
Originally Posted by Jamie
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That's very interesing, I hope some information about how to do that rapidly will be available for developers and maybe some functions to interface it will be available in the future HWA SDK. :)Quote:
Originally Posted by Jamie
Heya Jamie. Are you saying that someone has already made an optimized version of the 3D mesh object for HWA?Quote:
Originally Posted by Jamie
If so do you know when it will be released. Not something I have to have for what I'm working on but it would be nice and increase the visual presentation a bit.
No, I am saying that someone has already managed to natively render 3D objects directly to the screen and with full hardware acceleration.
Ah. Sweetness.
How'd they do that?Quote:
Originally Posted by Jamie
With a custom extension, programmed to grab the D3D9 surface of the MMF2 window and then draw to it.
Ah.
Umm... they're not uh... thinking of releasing that extension now are they? (I don't suppose it's 100% complete though?)
All he did was draw a cube..
Coincidentally enough, that's all I need. I need a cube with textures on it so I can make a Myst IV style game (where you can look around and such). I've tried using the 3d Mesh object, but it's really slow at high resolutions (1280x1024).
Will the 3d mesh object get faster when it's made HWA compatible? (or will a better object replace it entirely?)
I didn't say he made an extension which allowed you to create a dynamic textured cube and look around it with a camera. I said he drew a cube to the HWA screen using a custom extension.
By custom extension I mean no actions, conditions or expressions.. just hardcoded C++ to draw the cube.