25th March 2002 00:57 UTC
Desktop AVS
Ok i know how to make the AVS as the desktop paper, but how the heck do they do that, i mean make an animated desktop in runtime. Any replies/tutorials/links are welcome
programguy :igor:
Archive: Desktop AVS
programguy
25th March 2002 00:57 UTC
Desktop AVS
Ok i know how to make the AVS as the desktop paper, but how the heck do they do that, i mean make an animated desktop in runtime. Any replies/tutorials/links are welcome
programguy :igor:
Nic01
25th March 2002 03:12 UTC
...
Click here - Another topic which is about same prob
Next time, post stuffs like this is Troubleshooting sub-forum, k?
UnConeD
25th March 2002 17:07 UTC
Or use the 'search the forums' page to find one of the gazillion earlier threads who asked exactly the same thing.
programguy
25th March 2002 21:15 UTC
You dont understand
No you dont understand what i said. I said i KNOW how to do it already, and i was just wandering how you guys think they make it happen.
sorry for any misunderstanding
programguy ;)
ryan
25th March 2002 21:35 UTC
I dont know but go to Broderbund.com and search for Mavis Beacon teaches typing =)...
Quote:
[wandering]*wondering* |
UnConeD
26th March 2002 01:47 UTC
AVS uses hardware overlays to achieve this effect (based on the principle of color keying)... it's really not that hard, I bet there's a few tutorials on the web that teach you how to use them. AVS is not the only plug-in to support this by the way... I think Albedo was first. Also, check out 'Drempels'... it's a nice program that acts as an animated desktop background (not reponsive to music though).
ryan
26th March 2002 21:40 UTC
To add one more thing to what UnConed said you can get Milkdrop also from Ryan Geiss at his site witch runs in Overlay mode and it does respond to music. Get it all at Geisswerks.com.
Later
UnConeD
27th March 2002 01:16 UTC
Just to clarify, Drempels is also by Ryan Geiss. Drempels is actually cool if you're looking for something animated that's not hyper-active. Plug-ins such as Milkdrop or AVS are too flashy to run as desktop background IMO :).
ryan
27th March 2002 02:09 UTC
Drempels is da shiznit =)
ciber-fred
17th April 2002 15:12 UTC
is there any sample code to do this, i don't understand how to do this outside a window.
i think the technique is :
take the backgound in a surface
then take this color key to black (for example)
draw something in another surface
and flip the drawing surface before the first (with color key)..
is it ?
but with directX how to draw on the desktop ?
UnConeD
17th April 2002 16:56 UTC
I don't know, but looking up 'hardware overlays' in the DX docs should end up somewhere. I remember that the DX5.2 SDK had an overlay demo called 'donuts'. That might be a starter too.
ciber-fred
18th April 2002 10:03 UTC
so ok it use overlay but overlay draw directly on the screen and not on desktop wallpaper.. i'm looking for some code but it's incredible. no source code to do this. No explanation... grrrr i feel like crazy !
goebish
18th April 2002 14:35 UTC
hardware overlay
I think overlay is a feature you can found since DX 7...Look for DirectX 7 SDK documentation and you should find what you're looking for...
ciber-fred
22nd April 2002 09:01 UTC
ok i found how to do this... but it's a direct draw features. In directX8 directdraw don't exist anymore... (snif!) anybody find how to use overlay with directX8 ?
goebish
22nd April 2002 14:03 UTC
????
DirectDraw don't exist anymore ? But then how do the games like halflife to run in D3D ?
UnConeD
23rd April 2002 01:49 UTC
DirectDraw doesn't exist anymore and has been merged with Direct3D ('DirectX Graphics'). Older programs (DX7 and below) can still call and use DirectDraw, but any program that wants to use DX8 features has to convert all its code that uses DirectDraw into Direct3D code.
The switch is not too bad, because DD only did 2D and didn't handle much special effects. D3D can do everything DD does, and can take advantage of the latest hardware features. For example, menu's and health bars (and the like) and now done by making simple rectangular polygons 'float' in front of the camera (with z-buffer checking disabled). This might seem silly at first, but the overhead is almost nothing, so it doesn't affect the speed. Some games already did this by the way.
Not that this should matter to anyone who simply wants to play games, not program them :).
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