max2d and ogre
BlitzMax Forums/BlitzMax Programming/max2d and ogre
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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. |
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D3D7Max2DDriver().device.GetRenderTarget()? just a guess... |
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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 |
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another option would be to write a ORGEMax2DDriver |
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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... |
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ogre overlays have been discontinues for Ogre 1.3 according to the changelog. |