[PLUGIN] - D3DVSync

Started by Calin Leafshade, Sun 22/08/2010 16:40:53

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subspark

Yeah for some reason Calin, the latest VSync Plugin still requires MSVCR100.dll
If you say thats unusual for two lines on code then hmmmmm. ???

Sparky.

NSM

After placing the MSVCR100.dll file in the system32 file the plugin ran fine and it eliminated the tearing in my high resolution game (which was tearing quite badly).  Nice job.

goodohman

Calin,
Sorry for my ignorance..
What is this plugin for?

Thanks!

Calin Leafshade

Hey NSM, thanks for finally confirming whether the plugin actually *works*.

@goodohman:

Basically the plugin enables VSync for the D3D version of the engine so that the image doesnt tear when scrolling horizontally.

Vsync needs to be enabled when the graphics engine is initalised for D3D so thats why it cant be enabled in the script like the Direct Draw version. I dunno why CJ didnt set it on by default though.. the performance hit is tiny when dealing with a handfull of sprites like this.

goodohman


Thank you for the answer Calin!

dbuske

Calin, are you aware all your downloads are dead.
Maybe the website you use are dead or gone.
What if your blessings come through raindrops
What if your healing comes through tears...

Calin Leafshade

I was 100% aware of that, yes.

Most of my plugins are now no longer needed due to the engine source being open.

Dualnames

In that case, would you be against, if someone provided a link to this plugin?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Calin Leafshade

No, feel free to provide a link if you like.

Dualnames

Wonderful, but it appears I haven't stored this. Anyhow, if anyone has it, I'll be glad to host it.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

m0ds

Hm, sorry to drag up an older thread - but does this plugin still exist somewhere in some shape or form for download, please? :)

dbuske

I have the d3dvsync plugin on my hard drive.
Anyone who wants it I will be glad to send it.
What if your blessings come through raindrops
What if your healing comes through tears...

m0ds

Yes please: speilbergjnr at hotmail.com

thank you! :)

m0ds

#33
Seems to work a-ok, cheers Calin!

As dbuske provided me it and others may think about using it (you really should if you use DirectX mode and have scrolling backgrounds)...

Here's a public link: http://www.screen7.co.uk/junc/agsblend.rar

Instructions:
1. Put all the files in your AGS root folder (ie C:\Program Files\Adventure Game Studio 3.2.1).
2. Copy  AGSBlend.dll and AGSD3DVSync.dll to your game's Compiled folder (they must be distributed with the game)
3. Open AGS and under Plugins select AGSBlend and AGSD3DVsync

Note: You may need to put some of those dll files in a system directory too, I can't quite remember. To quote Danilo, "I just copied those files everywhere and it worked." ;)

Run, compile, save etc - screen tearing will be gone!

StillInThe90s

Quote from: Mods on Sat 21/09/2013 16:31:00
Note: You may need to put some of those dll files in a system directory too, I can't quite remember. To quote Danilo, "I just copied those files everywhere and it worked." ;)
Would this mean that anyone using the finished exe also has to install dll files everywhere?

Khris

No, usually the system (Windows) will look in the working directory first, then in the usual ones like system32.
So if the dll is in the same dir as the .exe, it should work without copying it anywhere else.

No guarantees though for when people are stupid enough to play this right from inside the archive instead of extracting all files first.

StillInThe90s

Ah. Thanks for clarifying.

m0ds

Any idea why this is using a "msvcr100d.dll"

I've been told that using a "debug" version of a DLL is an odd thing to do.

Calin Leafshade

Because when i wrote it I didn't really know what I was doing and compiled it against the debug version of the library.

It should really be added to the engine core and shouldnt need a hacky plugin.

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