Not at all. It can be a lot easier to simply plot lines, pixels and images, than to know the ins and outs of GPU-based graphics programming. If you intend to write native code to access GDI directly, maybe check out the gdiplus lib, as outlined in this tutorial.
Rendering API question
Good luck! So, strictly speaking, OpenGL does not exclude software rendering. But that's worth mentioning only if you really want to be pedantic! Actually, starting with Windows 7, Direct3D 11 is your answer. You should not expect performance anywhere as close as that of a GPU, but it should be pretty good as far as CPU rasterization goes since it exists for Windows to support systems without hardware acceleration.
Direct3D also provides a software reference rasterizer, but it's only designed for correctness and is terribly slow. Edit: But can it run Crysis? I wouldn't we so fast in jumping to "there's no benefit" conclusion. Whilst GPUs are absurdly fast at processing triangles, not all of the images are made using triangle rasterization! For example, voxel-octree based renderers used, for example, in medicine, for visualizing CT scans often utilize multicore CPUs and write raw pixels basing on completely different algorithms.
That can also be true for some raytracing algorithms. You can also use OpenGL to create a window, and simply write raw pixel data to a texture and render over the whole screen. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered.Joinsubscribers and get a daily digest of news, geek trivia, and our feature articles.
Operating system, web browser, and app updates often announce new APIs for developers. But what is an API? Think of an API like a menu in a restaurant.
The menu provides a list of dishes you can order, along with a description of each dish. Similarly, an API lists a bunch of operations that developers can use, along with a description of what they do.
Subscribe to RSS
This helps reduce the amount of code developers need to create, and also helps create more consistency across apps for the same platform.
APIs can control access to hardware and software resources. And, when Apple improves the camera API, all the apps that rely on it will take advantage of that improvement automatically. This applies to every platform. For example, do you want to create a dialog box on Windows? Want to support fingerprint authentication on Android?
APIs are also used to control access to hardware devices and software functions that an application may not necessarily have permission to use. When a website wants access to your exact physical location, the only way they can get it is via the location API. And, when a website tries to use it, you—the user—can choose to allow or deny this request. The only way to access hardware resources like the GPS sensor is through the API, so the browser can control access to the hardware and limit what apps can do.
This same principle is used on modern mobile operating systems like iOS and Android, where mobile apps have permissions that can be enforced by controlling access to APIs.
File systems that use permissions—as they do on Windows, Mac, and Linux—have those permissions enforced by the file system API. Instead, the app must access files through an API. APIs are used for all kinds of other reasons, too. Google exposes APIs like this to web developers, who can then use the APIs to plop complex objects right on their website. This applies to many different online services. There are APIs for requesting text translation from Google Translate, or embedding Facebook comments or tweets from Twitter on a website.
The OAuth standard also defines a number of APIs that allow you to sign into a website with another service—for example, to use your Facebook, Google, or Twitter accounts to sign into a new website without creating a new user account just for that site. APIs are standard contracts that define how developers communicate with a service, and the kind of output those developers should expect to receive back. But, if you see a software platform or service has added new APIs for various hardware or services, it should be easier for developers to take advantage of such features.SS Tool is designed for self educational purposes to provide users on a method of executing common tasks in the program with simple interface.
With no harm done to any environment. Letting users to simply have more expanding creativity on their screenshots. The developers of Screenshot Tool are not responsible for any use other then intended nor any damages resulting from any defect, error or failure to perform.
Download the latest version here. The program can auto-update for you whenever it detects a new version is availabile. Come join us inside a key in the back of a turtle on Discord. Want to follow us on Twitter? We appreciate everyone who uses our tool, whether they donate or not. If you are interested in suporting us however, you can do so below.
LeonBlade is the original creator of the tool back in After taking some time off to do other things, Johto has maintained the project since then, along with building the community that exists today along with our Discord servers RIP. There are additional projects in the works such as Paisley Park a waymark toolthe Tabletopper CE Script as well as the future rewrite of the trainer and more to come all developed by LeonBlade.
Again, we really appreciate your support, donation or not. Thank you for sticking with us and using our tool!This tool makes the game prettier, including but not limited to:. Step 3: Select your rendering API. DX9 if you use ffxiv. It will prompt you to go through the tutorial, which you should read carefully. If it looks like this, you did everything right setting up the tutorial.
Advanced Rendering - What in the Sim blazes is it you ask? Well read on..
From here on out, feel free to experiment with different settings - they update in realtime, too! Where can I go for presets? A: Reshade puts screenshots into a pre designated folder.
You can change the folder on the Reshade settings, as well as various other settings. A: Settings may not be saving due to a plethora of reasons, but these are the two most common I found as fixes:.
Third fix: Make your own custom preset. A: Turning some settings up to intense levels will cause the game to tear. You can toggle off each and every setting to find the culprit of the tearing if you want to keep your preset, or you can make a new preset completely, if needed.
It should fix it. In the same vein, your settings might not be saving properly, so look at the above question for help on that. The tool is also relatively easy to use. Setup Step 1: Download the application and launch it.
Your Reshade should look something like this once finished: If it looks like this, you did everything right setting up the tutorial. Q: Where did my screenshot go? What gives? Navigate to the security tab. Allow writing in the settings.
This will not break your game. Q: My game is tearing! What did I do wrong!? Q: My Reshade tutorial only has a red screen! What do I do? It simply makes everything look better by upping the contrast and brightness of an image simultaneously. You can produce similar results by upping the contrast and brightness of an image in Photoshop, SAI, etc.
Certain sharpness effects are more heavy on FPS hits than others. I personally use AdaptiveSharpen. FineSharpen is the most intense out of all of them. Do not be afraid to experiment with every single setting! You can toggle it off, or worst case scenario, make a new preset if you really mess up.Direct3D vs. All of my opinions are marked as such, and all errors are purely accidental. Please excuse any minor errors that I may make.
I am of the opinion that everything is correct; all facts have been confirmed by third party sources. Please also understand that this article is written for beginners who are unsure how to start graphics programming, and that while I have tried my best to keep this article neutral, this issue is very debatable. Most of the things said do very little to help you decide which API you should use.
There are fanatics on both sides; some people will tell you that OpenGL is the only way to go, and others will swear by Direct3D. Others will talk about how they have used both, and that you should do the same and decide which you like better, but for someone starting out, that's not much help either.
The point is, it can be a tough decision to make, and I am writing this article to help you do it. My specialty is primarily in Win32 programming, so that will be my focus.FFXIV gpose travel guide episode 1
No need to fear though, I discuss other platforms as well. I don't have enough experience with any other API to discuss it in detail, but I'll at least comment on Glide later. I'll attempt to present you with the hard facts about each API, their structure, and what kind of code you can expect.
I do not, however, actually include any code here. You can find that easily enough in other areas on GameDev.
There really are no prerequisites to understanding this article except possibly knowing English. In case you don't know this, API stands for Application Programming Interface, and it's essentially a set of functions that allow you to perform some specific task. For our purposes, that task is interfacing with the graphics hardware. Recent advancements in the API, however, have made it very powerful and stable. Microsoft works very closely with graphics hardware companies to make sure that any new features that they introduce will be supported in Direct3D.
Often, Direct3D supports features before cards do. History Well after the debut of Windows 95, the overwhelming majority of games were still being made for DOS. Microsoft wanted game developers to move away from DOS and make games for Windows, in turn making Windows a more popular platform.
Windows, however, did not provide a good gaming platform. The many layers of abstraction meant that access to video and sound hardware was very limited and slow. They decided to create an API that would allow game developers more direct access to the hardware to allow games on Windows to run at acceptable speeds. It was a small project the company had written and was showing at a trade show when Microsoft discovered it.
As an interesting side note, the API was submitted by the creators as a college project and flunked for having deviated from the assignment somewhat. They expected it to be the perfect solution for game developers. They were wrong. What later became known as DirectX 1. It was buggy, slow, badly structured, and overly complex. Of course, Microsoft wasn't about to just give up. They kept working at it, asking the community for ways to improve it.
The first truly viable version of DirectX was DirectX 3. A few years later, they released DirectX 5 skipping 4 entirelywhich was the first truly useful version. Incremental improvements were made with version 6.
Then came DirectX 7.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. X-Plane 11 Store Page. Global Achievements. Aergistal View Profile View Posts. Showing 1 - 5 of 5 comments. Kosmozuikis View Profile View Posts. The Vulkan API is expected sometime towards the end of the year, if not, the start of next year. Thank you, I'm looking forward to buy it but I tried the demo and while I get the "recommended" fps it's not consistent.
I know they made or are currently implementing some multi-threading optimizations but I'm not sure they made it into the demo?
I also see a lot of flickering, especially on the water. Originally posted by Aergistal :. Per page: 15 30 Date Posted: 16 Jun, am. Posts: 5. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Last edited by Lone Wolfe Hoover ; 4 Jan, pm. Showing 1 - 15 of 21 comments. Originally posted by kingdom4irfan :.
Monterossa View Profile View Posts. I don't think SE is dumb enough to make it a DXonly game. Maybe years in the future that will be the standard, but doing it now will lose them a lot of customers.
Direct3D vs. OpenGL: Which API to Use When, Where, and Why
Originally posted by Lone Wolfe Hoover :. Originally posted by The Joker :. Originally posted by Not A Bear :. Windows 10 Is really crummy regardless of if you think its male are or not. Sadly Microsoft has a monopoly on the pc game market which is why we use it. All my other devices are Linux. Bloodhawk View Profile View Posts. Originally posted by the kid from the holiday special :. Last edited by Lone Wolfe Hoover ; 5 Jan, pm. Crashed View Profile View Posts.
Junoh View Profile View Posts. I know that their engine supports DX11 and DX12 from tech demos they've shown so there should at least be those two options. Per page: 15 30 Date Posted: 4 Jan, pm. Posts: Discussions Rules and Guidelines.