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group : microsoft.public.win32.programmer.directx.graphics      view archive
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D3DXCreateText and underline and strikethru     Sun, 11 May 2008 20:47:27 -0700 (PDT)
Does D3DXCreateText work when the LOGFONT specifies underline and/or strikethru. I am having trouble gettting it to work. ...

keeping a surface even when display mode changes     Sat, 10 May 2008 12:19:02 +0200
Hello, I have an rather unusual issue. There are defects in the video RAM of my graphics card (visible under certain cirumstances, checked with VRAM testing program). Now I'm trying to reserve the defect region (only a very small portion) via DirectX. It seems to work since I observe getting some differenc ...

Locking a surface with a locklevel     Fri, 09 May 2008 19:55:42 -0500
The book I've been using to get the basics on DirectX glosses over the use of the locklevel when locking a surface. Could someone please tell me what the purpose of this parameter is? Does it reflect multiple locking of different areas by the same program? -- TIA Lilith ...

Drawing on top of video     Fri, 9 May 2008 03:23:52 -0700 (PDT)
Hi, I am playing video in Direct X 9, using AudioVideoPlayback.Video, I would like to be able to draw a line on top of the video. I cant get .Net drawing class to paint on top of the video, I have had a look around the various Direct X classes, including the drawing one, but cant see anything that would draw a ...

Applying an Alpha Mask to a DirectX ViewPort     Wed, 7 May 2008 10:00:41 -0700 (PDT)
I'm not a DirectX programmer, nor am I trying to be. However, I need to modify an existing open source application as follows: - currently the application contains a vertically scrolling menu consisting of icons and text rendered within a DirectX Viewport. The menu items are created dynamically and intention ...

duration of monitor refresh & Present() for SwapEffect of D3DSWAPEFFECT_DISCARD     Tue, 6 May 2008 18:11:05 -0700 (PDT)
Two questions: 1) Is there any API function in DirectX 9 that provides: (a) total time taken for a monitor refresh (including vertical blank); (b) total time taken for the vertical blank alone; (c) total time taken for the actual monitor-scan/refresh alone. 2) For a SwapEffect of D3DSWAPEFFECT_DISCAR ...

using specular maps in fixed function pipeline     Tue, 6 May 2008 13:59:01 -0700
I have a question about using specular maps in the fixed function pipeline. I'm using similar code to what is in the SDK documentation under Specular Light Maps (Direct3D 9)..... // Set the base texture. d3dDevice->SetTexture(0, lptexBaseTexture ); // Set the base texture operation and arguments. d3dDev ...

Any suggestions for newbie tutorials / books / the like?     Tue, 6 May 2008 00:53:36 -0700 (PDT)
Hi! I'm interested in programming, more specifically game programming. Thus DirectX would soon become a topic of interest. However, I wonder if you could point me towards some helpful web sites or books with lots of "easy-to-understand" tutorials covering basic DirectX use. I don't want any advanced topics ...

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 ...


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