   upgrading to directX 8
  i have an old game written under dx3.0 and want to upgrade to dx8.0, is there much difference dealing with meshes, frames, viewports, textures, etc?  
  I don''t know much about directX8.0 but i think it''s safe to say it''s diffrent from 3.0 i just went to 8.0 from 7.0 and am quite confused because they got ride of direct draw!  ;  oh yes, a very very very big difference.    X4J  ;  Sickilla from what you have seen is directX 8 eaiser or harder to use than 7?  ;  Easier. The overall structure is much nicer.  ;  What kind of documentation should i be looking for to learn more about it?  I have several of andre'' books but still can''t get the hang of it especally direct3D and the new DirectGraphics. I learned all about direct draw from Windows Game Programming For Dummies... But now that 8 is out i wanted to use that thing is microsoft got rid of DirectDraw.  ;  I presume if this is DX3 code it''s using execute buffers (unless you''re using RM)......in DirectX 5 they introduced a new way of doing things called DrawPrimitive.From DX5 up to and including DX7 quite a few smaller changes were made to accommodate the way graphics hardware was advancing. As a result of lots of small additions, the API became over heavy - setup took much more work than it should etc.So they restructured the whole D3D API again in DX8 and made it *MUCH* simpler, and reduced the number of "bad" combinations of ways you could do things so it became harder to do things wrongly.DX9 which is in beta now follows on, but isn''t such a major overhaul.So the problem for you is there''s been 2 *major* API revisions since your code was written. The second one removed DirectDraw which may affect you.Realistically you''ll be rewriting much of the primitive submission, state setting, setup and render core. Your talk of meshes and frames makes me think you may be using Retained Mode - if you are, much of the higher level D3D functionality from things like RM were moved to a new library outside of the core called D3DX. You''d probably want to use D3DX meshes to do an RM port.Assuming you actually wrote the DX3 code to this game and so understand the DX3 ways of doing things - I''d advise familiarising yourself with the DX8 SDK, have a play with the samples and importantly the tutorials.Do that *before* attempting any port!! --Simon O''ConnorCreative Asylum Ltdwww.creative-asylum.com