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group : microsoft.public.win32.programmer.directx.graphics      view archive
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my 3d gallery art     Sun, 4 May 2008 13:24:50 -0700 (PDT)
Hi all and welcome to my gallery http://gandoza.net/ ...

D3D10 - is it possible to append to an output stream on a second rendering pass?     Fri, 2 May 2008 18:52:04 -0700 (PDT)
Hi, For a particle system handled on the GPU, I am currently rendering buffer1 to the screen, then streaming buffer1 to buffer2 through a shader that changes the positions of the particles. I then want a third stage where I stream from a vertex buffer to buffer2 through the same shader, a seed particle that w ...

tristrip faster in recent card ?     Tue, 29 Apr 2008 22:20:14 -0700
I have a question . I draw 64*64 grid mesh using trilist in nvidia 6600 GT. total polys are 64*64*2 = 8192 % of course , using DX drawIndexedPrimitive call. I draw about 9 meshes together. so total polys are 8192 * 9= 73728 but , somewhat slow in 6600 GT. so I will try to use triStrip instead ...

Edglit slim light box,light panel---http://www.edlite.hk     Mon, 28 Apr 2008 00:39:10 -0700 (PDT)
www.edlite.hk jenny@edlite.hk madamenihao@hotmail.com ◆Basic Differences Between T5, CCFL, EEFL and LED Light Boxes The decision of what type of light box to buy can be somewhat confusing if you do not analyze the unique properties that each light box has, and weight these properties against a li ...

multiple mesh loading function crashing     Sun, 27 Apr 2008 10:01:47 -0700 (PDT)
void init_graphics(LPD3DXMESH *mesh, int ii , D3DMATERIAL9 **material , LPDIRECT3DTEXTURE9 *texture , char *meshnames); char *meshnames[]={ "airplane 2.x", "spaceship 2.x" }; void init_graphics(LPD3DXMESH *mesh, int ii , D3DMATERIAL9 **material , LPDIRECT3DTEXTURE9 *texture , char *meshnames) { ...

Texture loading fails     Sun, 27 Apr 2008 17:08:26 +0100
I'm trying to load a texture, but it constantly fails. When i load the same file (from a different class) it loads, but if i try and load it like this: LPDIRECT3DTEXTURE9 RenderSystem::getTexture(std::string filename) { std::ofstream outF("error.txt",std::ios_base::app); std::map<std::string,LPDIRECT3DTEXTU ...

D3D10 - how does one set the stream out target to NULL?     Fri, 25 Apr 2008 23:08:54 -0700 (PDT)
In the C++ sample it shows it as: // Get back to normal pBuffers[0] = NULL; pd3dDevice->SOSetTargets( 1, pBuffers, offset ); but how do I clear this in VB .Net? I keep getting this message: Resource being set to Vertex Buffer slot 0 is still bound on output! I know it's only a warning but ...

Intersection of a ray and a plane     Sat, 26 Apr 2008 04:21:51 +0800
Hi guys, I want to shoot a ray from the floor and test whether it hits any objects above it. How do I go about doing this? =========== object /|\ | ------------------------ floor Given that the object may not be orthogonal...(orients at an angle against the floor) My major concern is just whether the ray ...

Hang when releasing shader constant table on multi-thread/multi-GPU configuration     Wed, 23 Apr 2008 11:03:17 -0700 (PDT)
I'm running into a problem where the call to release a shader constant table hangs on a multi-threaded configuration. My application divides the rendering work between GPUs if more than one is present. I create a thread for each physical GPU, each thread with its own D3d object, D3d device, etc. At runtime fo ...

IDirect3DQuery9::GetData() fails to return S_OK on multi-core CPUs     Tue, 22 Apr 2008 01:01:00 -0700
I'm using the following code to wait for my scene to be fully rendered before using IDirect3DSwapChain9::Present() to display it on the screen. This normally works fine but I've noticed that on some multi-core CPUs it will occasionally get stuck in the loop because IDirect3DQuery9::GetData() never returns S_ ...


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