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3D…


ddunit
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@[IG:

> УVO link=topic=40833.msg405759#msg405759 date=1237867970]
> Nah, i cant see it happening in dx7, and if it did - it would be xtremely laggy and the images that are zoomed towards the camera would look… well.. go and play wolfenstein again or doom, remember the uber-pixelation when you get up close? thats mode7 in dx7 for ya.

There are more ways to get 3D rendered properly on 2D. What do you think graphic cards do? The big difference by doing it via 2D instead of 3D is that you'll use the CPU + RAM instead of the GPU + VRAM. Which is great for a single-tasking operating system, but bad on a multi-tasking one. The pixels are visible too, if you don't use mipmaps in 3D either, which was impossible to use at that time.

Regards,
  Xenonyte.
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@V-Rage:

> I still don't understand why you have to position vertices to draw a 2D image in Dx8

vertices tell the GPU the boundaries in 3D space where to draw. When 3 or more vertices are defined, a plain can be formed and usually you can fill a plain in with either solid colours, blended colours, or a textured image. Vertices are also used because they are several times more useful than the bitblt command which copies sections of images. With vertices, odd-shaped objects could be drawn and easily manipulated.
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@Necrotic:

> vertices tell the GPU the boundaries in 3D space where to draw. When 3 or more vertices are defined, a plain can be formed and usually you can fill a plain in with either solid colours, blended colours, or a textured image. Vertices are also used because they are several times more useful than the bitblt command which copies sections of images. With vertices, odd-shaped objects could be drawn and easily manipulated.

DirectX8 forces you to go through 3D , even for a 2D game/ lucky I already do a lotta 3D moelling
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