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. ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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/ ...
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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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