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Now that KPT has DX9, they gave us a present... now we can hook DX 9 which is easier (more documented at least) and then we would be able to add new features (correct if I am wrong..)
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Join Today!I'm sorry to hear that. Open repositories rock for getting bugs found and resolved.
As to "shadows" PT already supports all the latest and most amazing hardware 3D shading and light casting techniques made available in DX6. I think OpenGL, at the time, had some nicer techniques available, but hardware at the time rendered such techniques at 6 - 10 fps fullscreen. (it looked neat on a GL Teapot in a window though)
Actually, if you can "hook" into the render, you may be able to get a depth map render which would allow you to apply DoF and faux ray-cast shadows as a SM2.0 shader after-effect? IMHO it's highly unlikely though.
Now that KPT has DX9, they gave us a present... now we can hook DX 9 which is easier (more documented at least) and then we would be able to add new features (correct if I am wrong..)
Stencil is <PTClientFolder>\image\shadow.tga. That's what they are referring to. It is applied as an overlay to the texture surface of the map directly below characters. (player, or non-player) Projected like light from above, but subtracted, rather than added light.Example would be nice... DX6 documentation tells me that shadows are done via stencil buffers... and that's all DX6 documentation says about shadows...
Well said, and I said the same when they, and earlier rPT said they "ported it to DX7". (actually, I don't think sandurr ever said that, but the phrase was bandied about by supporters and staff alike) They *have* increased the minimum DX version required to play by adding some newer features, but "ported to" is an overstatement.PT will never be able to support dx9. Yes you can do it but its like writing 2nd wine project.
Stencil is <PTClientFolder>\image\shadow.tga. That's what they are referring to. It is applied as an overlay to the texture surface of the map directly below characters. (player, or non-player) Projected like light from above, but subtracted, rather than added light.
Well said, and I said the same when they, and earlier rPT said they "ported it to DX7". (actually, I don't think sandurr ever said that, but the phrase was bandied about by supporters and staff alike) They *have* increased the minimum DX version required to play by adding some newer features, but "ported to" is an overstatement.
I'm not sure if they've written it out of the client now, but even the 1997 I was working on still had the ability to play .asx FMV cut-scenes if the server pushed it out to it. That is WMV DirectShow which is a DX7 technology. DX6 still worked only on ActiveX / ACM style streaming media playback. (AVIs and such, no support for variable bandwidth video stream multiplexing)I did not seen single function that is DX7 or newer until newest kPT.