max2d and ogre

BlitzMax Forums/BlitzMax Programming/max2d and ogre

Chris C(Posted 2006) [#1]
I have ogre and max2d sharing the same physical window, however both are using different backbuffers (an interesting but totally usless effect!)

I'm struggling with Ogres multiple (and I do mean multiple) layers of abstraction, but I hope to be able to either get a pointer to the directx surface Ogre is using or maybe even tell it which directx surface to use.

Does anyone know how to either find out what surface max2d is using or fool it into using a different surface?

I know I could use an ogre overlay and transfer a whole max2d rendered image into it, but I think this lower level hack will make it a lot quicker.


kfprimm(Posted 2006) [#2]
D3D7Max2DDriver().device.GetRenderTarget()? just a guess...


DStastny(Posted 2006) [#3]
That wont work as OGRE is DX9 and DX9 and DX7 surfaces dont mix.

Not to sure of the benfit of trying to mix the two renderers. As OGRE renderering is far more effecient that MAX2d.


Doug Stastny


kfprimm(Posted 2006) [#4]
another option would be to write a ORGEMax2DDriver


Chris C(Posted 2006) [#5]
That wont work as OGRE is DX9 and DX9 and DX7 surfaces dont mix.
so much for backwards compatability then!

As OGRE renderering is far more effecient that MAX2d.
Ogre programming can be a pain, people just want easy basic like function...

rather than a OgreMax2dDriver I think I'm probably going to use an Ogre overlay for the time being...


AdrianT(Posted 2006) [#6]
ogre overlays have been discontinues for Ogre 1.3 according to the changelog.