Direct X 8.0a: Good or bad?

Noriaki

Lifer
Jun 3, 2000
13,640
1
71
I use it and I'm fine.

It's really niether good nor bad though...once games use DX8 it's a requirement, until games use DX8 it's unimportant.
 

smp

Diamond Member
Dec 6, 2000
5,215
0
76
yeah.. I just installed some radeon drivers for win2k, and it told me to install dx8.. so I did.. it works so far.. I don't game though..
 

Zenmervolt

Elite member
Oct 22, 2000
24,512
21
81
DX8a is alright, as far as I know any issues that cropped up in DX8 were corrected in DX8a.

Zenmervolt
 

DARRIN

Platinum Member
Feb 25, 2000
2,756
0
0
titaniumone1 - do a search on the forums. I posted a link earlier this week. 8.0b is still beta.
 

paulzebo

Member
Apr 1, 2000
116
0
0
Watch yourself with DirectX. The last release 8.0a was leaked out just as the current 8.0b currently is. Like many, I downloaded the "A" verson when it appeared on the various sites and found it OK. But it was slower during certain programs. I.E. "FLY!" When I take off, the program would stop for a split second midway down the runway. I could never figure it out.

When the "B" version was announced, I completely read the article that said to download it ONLY if you have DIRECTX SDK installed. Those without it can download it through Microsoft but it is rather large(SDK). 140+ meg. Having a cable modem, I felt it would be no problem but soon found everyone and their brothers were downloading something from Microsoft. At night it was downloading at a speedy 8-11k. Bummer. It said it would take something like 18 hours to download it. I waited until the next morning and it came in at 230+k. Much better.

After install of SDK, I ran the Diagnostic program and found, some of the pre-release 8.0a version was in debug mode. According to the diagnosic program, I was to re-install 8.0a, which I did. Reran the program and the debug file was still there.

With that I went to the microsoft DirectX site and downloaded the 8.0A version from them, installed it and reran the diagnostics. The debug version was gone and everything checked OK.

Now during "FLY!" my aircraft doesn't stop midway down the runway and other sims seem to be smoother also. At the Microsoft site it says progams in debug mode are considered "developer" and will run slower than the "home user" releases.

My advise is to wait until Microsoft officially releases 8.0B before downloading. Here's the link if you want it.

Microsoft DirectX Downloads
 

titaniumone1

Member
Feb 11, 2001
84
0
0
So are you saying download A then the SDK then itll be ok?? :|

I'm just confused now.

What is the final release of 8? 8.0b?
 

paulzebo

Member
Apr 1, 2000
116
0
0
If you download 8.0A from Microsoft you will have few, if no problems. If you choose to download 8.0B from the sites hawking it, it is recommended you first download DirectX SDK, install it, and then download the BETA 8.0B version. BUT if you choose to install the 8.0B version, Microsoft will not help you if you run into problems with it.
 

titaniumone1

Member
Feb 11, 2001
84
0
0
Then I'd get the DX8.0a release... but what advantages are there to it/purposes besides being able to run 3dmark2k1?
 

DARRIN

Platinum Member
Feb 25, 2000
2,756
0
0
Only upgrade DirectX if you have to. If it is working fine I wouldn't mess with it.
 

paulzebo

Member
Apr 1, 2000
116
0
0
OK, It's long but if you want the skinny on it, here it is.



D3DX 8.0b Readme

This release of the D3DX library is a bug fix release of the version of the library in DirectX 8.0. Since D3DX is a static library you will need to replace your local copy and recompile your application to gain access to the fixes.

Bug Fixes

The following lists some of bugs have been fixed in this release. They are separated out by the functionality that they affect.

Core

· D3DXCreateTextureFromFileEx can now load certain16-bit BMPs generated by IE 5.0

· Add unicode support to D3DXCreateText functions

· All D3DX functions use D3DLOCK_NOSYSLOCK when locking resources



Effects

· D3DXCreateEffectFromFile(A or W) now returns D3DXERR_INVALIDDATA for errors

· Effect compiler now handles vector literals correctly

· Setting a shader constant to a matrix in an effect, now performs transpose

· Setting NULL vertex and pixel shaders in an effect are now allowed



Mesh

· ID3DXMesh::GenerateAdjacency() now works with non-zero epsilon parameter. When epsilon is non-zero, all vertices whose distance is less than epsilon share the same point representative, and are treated as collocated for adjacency generation.

· ID3DXMesh::CloneMeshFVF now fails for meshes with D3DFVF_XYZRHW

· ID3DXMesh:rawSubset now uses hardware for 32bit drawing if available.

· Calls to ID3DXMesh:ptimize with the SHAREVB flag set will now work.

· ID3DXSkinMesh::ConvertToIndexedBlendedMesh has some bug fixes

· ID3DXSkinMesh::ConvertToBlendedMesh has some bug fixes and performance improvements

· Calling ID3DXSkinMesh::GetMaxVertexInfluences before calling any ID3DXSkinMesh::ConvertTo* calls now works.

· ID3DXSPMesh::ClonePMesh no works with 32bit meshes with more than 65,536 faces.

· D3DXSaveMesh & D3DXLoadMesh* functions now handle 3d texture coordinates correctly.

· D3DXLoadMesh* initializes D3DMATERIAL8 correctly.

· D3DXLoadMesh* now handles duplicated entries in the VertexColors template.

· D3DXLoadMesh* functions can now return D3DXERR_LOADEDMESHASNODATA which indicates that a empty mesh template was found in the .X file

· D3DXCleanMesh works correctly with multi-attribute meshes

· D3DXIntersectMesh now handles 32 bit meshes.

· Effect & X file in text format now works if the (Windows) decimal separator isn't a point.



Tex

· Box filter now handles odd sized source surfaces.



Samples

· Many improvements and bug-fixes to the SkinnedMesh sample

· SkinnedMesh samples no longer ignores paletted skinning caps.



Files Included

· D3DXWEB

o D3dx8d.dll

o D3dx8mesh.h

o D3dx8.lib

o D3dx8d.lib

o D3dx8dt.lib

o Skinnedmesh.exe

o Skinnedmesh.cpp

o Skinnedmesh.h

o Mload.cpp

o Mdraw.cpp

Installation Instructions

The following steps to install this release of D3DX.



1) DirectX 8.0 SDK should be installed. If you do not currently have it go to http://msdn.microsoft.com/directx to download it. The following instructions assume the location of the SDK install is c:\mssdk. Replace that with the correct path of the DirectX 8.0 SDK.

2) Extract this zip file into a temp directory (say c:\temp).

3) Rename d3dx8.lib, d3dx8d.lib d3dx8dt.lib in c:\mssdk\lib to d3dx8.lib.old d3dx8d.lib.old d3dx8dt.lib.old respectively. This step may be skipped if you do not want to keep backups of original libs (not recommended)

4) Copy c:\temp\d3dx8mesh.h to c:\mssdk\include

5) Copy d3dx8.lib, d3dx8d.lib and d3dx8dt.lib from c:\temp to c:\mssdk\lib.

6) Copy skinnedmesh.cpp, skinnedmesh.h, mload.cpp and mdraw.cpp from c:\temp to c:\mssdk\samples\multimedia\direct3d\skinnedmesh

7) Copy c:\temp\skinnedmesh.exe to c:\mssdk\samples\multimedia\direct3d\bin

8) For Win9x, assuming c:\windows is your OS directory, copy c:\temp\d3dx8d.dll to c:\windows\system. For Win2K, assuming c:\winnt is your OS directory, copy c:\temp\d3dx8d.dll to c:\winnt\system32

9) Rebuild all Direct3D samples

10) Rebuild your apps that depend on D3DX8

Library replacements

The files that are replaced should match the following sizes.

File
DirectX 8.0/8.0a (dated 10/20/2000)
DirectX 8.0b (dated 3/14/2001)

D3dx8.lib
1,545,750 bytes
1,597,942 bytes

D3dx8d.lib
40,142 bytes
40,142 bytes

D3dx8dt.lib
1,823,620 bytes
1,869,126 bytes

D3dx8d.dll
504,320 bytes
522,752 bytes




 

paulzebo

Member
Apr 1, 2000
116
0
0
Oh, P.S. I'm running DirectX 8.0A and will stay with it until the official release of "B". After all, Don't we all have enough problems with out trying this?
 

velvtelvis

Member
Nov 14, 2000
162
0
0
While I've not gotten mine in the mail yet, I'm pretty sure "the longerst journey" requires DX8. It's starting.

 

kazeakuma

Golden Member
Feb 13, 2001
1,218
0
0
Giants needs DX8 as well.
I've had no problems with 8a, but I'd only put it on if you have to.
 
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