Just a question about 1k intro coding... Do you prefer to use DX or OGL to get small 1k intros? Is there a big different to save some bytes? However, i have an 1k OGL framework.... but does someone have an 1k DX9 framework? ;) would be nice...
hmmm, no experience with 1k (or 4k) frameworks, but...
here are some 1k frameworks, including a direct3d one, maybe you've seen'em already, but anyhow:
http://perso.orange.fr/franck.charlet/1K-D3D-SW-OGL-FrameWorks.zip (http://perso.orange.fr/franck.charlet/1K-D3D-SW-OGL-FrameWorks.zip)
mvg
LG
ah thanks... seems DX let you create smaller executeables as OGL - as i thought ^^
is there somewhere an 1k DX framework around? ;)
Well... it depends.
At 1k, if you use shaders then D3d will win for one really good reason, you don't need to import functions by hand like you do with OGL under windows. Also D3d offers asm for shaders.
No shaders ? Its really about 50/50. In fact you could use them together. I think I got them both running together in about 600 bytes once.
At 4k, d3d has a very slight edge but to be honest its lost in the noise compared to good coding. Also you can use all of DX with OGL (eg sound, maths etc) and its quite easy. I'd say d3dx is cool though and offers a lot OGL does not have (raytracing, subdivision surfaces etc).
Chris
Quote from: va!n on June 22, 2007
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is there somewhere an 1k DX framework around? ;)
Yes, I have made one sometime ago (VC++2005), never used it yet...
About OGL/DX9 executable size, hmmm... what Chris said !
@taj: thanks
@rbraz: thanks a lot... btw, can you add a project file, because i cant compile nor create an exe with VC2005 atm.... i am trying to solve the prob
Ok, I have attached one packed executable for you to test.
d3dx utilities very useful, especially since they've made it a dll and not a static library, which is how it was originally supplied! (with all the symbols global - yuck!)
Jim