Author Topic: 64-bit DirectX 11 - Part 2 - Mesh  (Read 1845 times)

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #45 on: June 01, 2018, 09:54:29 PM »
No need to use ddraw to write 2D text, you can use a 3D vertex format that includes the position of a transformed vertex to draw texture bitmaps in 2D mode.

You dare to suggest that AW is incorrect?  :bgrin:

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #46 on: June 01, 2018, 09:56:04 PM »
No need to use ddraw to write 2D text, you can use a 3D vertex format that includes the position of a transformed vertex to draw texture bitmaps in 2D mode.
Yes, but Direct2D/DirectWrite will print with true vector font quality and will include any Unicode Character in any typeface, size or style.
But I am not saying that we should use it for most games.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #47 on: June 01, 2018, 10:02:31 PM »
No need to use ddraw to write 2D text, you can use a 3D vertex format that includes the position of a transformed vertex to draw texture bitmaps in 2D mode.
Yes, but Direct2D/DirectWrite will print with true vector font quality and will include any Unicode Character in any typeface, size or style.
But I am not saying that we should use it for most games.

More backflips than an Olympic gymnast.

nidud

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #48 on: June 01, 2018, 10:06:24 PM »
Hey AW

I looked into your zip-file and here's a few things that looks a bit strange:

    lib /List DMathSt64.lib
    DMath64.obj


This is not a modular library: you have written the whole thing in a single file. In addition to this it appear to be written in assembly, passing arguments as pointers.

The DirectXMath library is made for inline SIMD so these functions should either be written as vectorcall or as (inline) macros. If you use the open source library directly the binary size of the exe will be less than 10% of what it is now and obviously faster.

Ascended

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #49 on: June 01, 2018, 10:10:26 PM »
He's a scammer, he grabbed some dudes DMath.lib and is trying to pass it off as his own  :P

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #50 on: June 01, 2018, 10:11:32 PM »
@Nidud,
It is not the DirectXMath library it is the DMath Library.
https://www.codeproject.com/Tips/1174521/DMath-is-DirectXMath-for-All
It does not use vector call it is compatible with any programming language. The syntax and function names are the same as DirectXmath


nidud

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #51 on: June 01, 2018, 10:20:56 PM »
I don't think you understand: It's not a library, it's an object.

A library is a collection of individual object where the linker imports the object needed (used) for the application. Each of these imported objects will be aligned 16 by the linker, and only the one used will be imported.

AW

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #52 on: June 01, 2018, 10:24:05 PM »
I got your point, it is a library of 1 object:
lib.exe /out:DMathSt64.lib DMath64.obj

I could have made 500+ objects, however it would have complicated a lot because many functions call other functions.

felipe

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Re: 64-bit DirectX 11 - Part 2 - Mesh
« Reply #53 on: June 03, 2018, 03:13:11 AM »
But everybody can also see that you are frustrated.

 :idea: I don't pretend to make more fight here, but i want to express myself to say i don't feet in that group. My opinion is that you have some "acid" sense of humour and you are also a critic person. I also want to point here (in some kind of respecfull way to a human person) that you have contributed in this forum helping others and with good working source code for 32 and 64 bits. Please, don't get discouraged with this kind of fights in the forum, you are a good member i think.  :icon14:
Felipe.