Thread: 2D Rendering

  1. #1
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    2D Rendering

    For a 2D game, would it be smarter to use OpenGL for lack of DirectX's Directdraw?

  2. #2
    Sweet
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    No it would be smarter to use SDL or Allegro both are awesome
    Woop?

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    Do I need the OpenGL library for SDL?

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    Who said DirectX lacks DirectDraw?
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  5. #5
    Registered User VirtualAce's Avatar
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    You just need to get a pointer to the back buffer surface and then draw directly on the buffer surface. You must specify certain parameters in order for this to work with no flicker, but it is extremely fast and the buffer only needs to be locked and unlocked once per frame.

  6. #6
    Registered User LiNk's Avatar
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    I like openGL so i would use openGL if I was you

  7. #7
    i dont know Vicious's Avatar
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    For me, doing 2D in openGL just seems like a headache. It just seems like a "fake" 2D. But I really suggest Allegro or SDL.

    EDIT: Dont get me wrong, I love OpenGL, I just suggest allegro or SDL for 2D

  8. #8
    Registered User Frobozz's Avatar
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    Quote Originally Posted by LiNk
    I like openGL so i would use openGL if I was you
    Just because you like it doesn't mean it is well suited for that purpose. SDL goes a lot of the work for you like setting up the window, loading various image formats, etc. One other thing of note is that OpenGL can be added with minimal effort for extra power.
    Last edited by Frobozz; 08-27-2004 at 03:08 PM.

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    Quote Originally Posted by MrWizard
    Who said DirectX lacks DirectDraw?
    I heard that since version 8 they've removed it.

  10. #10
    Confused Magos's Avatar
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    If doing 2D in DX, use textured quads instead of direct draw. See www.gamedev.net for tutorials.
    MagosX.com

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    Ohh..alright

    Does anyone know a good sprite program, what do you use to make them?

  12. #12
    Confused Magos's Avatar
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    I use PSP (paint shop pro) and usually the PNG format since it has lossless compression and supports alpha channels. There are prolly lots of other (also free) image programs out there.
    MagosX.com

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    Say I was using an engine that could run Zelda: A link to the past, how would my artist go about making the sprites? We cant find anything on the topic.

  14. #14
    i dont know Vicious's Avatar
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    Programs like GIMP and iDraw are free and are good for this sort of thing. That is if I am understanding correctly.

    Do you mean a game "like" Zelda, or are we talking about emulation?

  15. #15
    Registered User Frobozz's Avatar
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    Paint would probably be good for sprites since it can do zooming with a grid and supports PNGs (or at least the XP one does).

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