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group : microsoft.public.win32.programmer.directx.graphics      view archive
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March2008 shader compiler     Sun, 23 Mar 2008 03:00:45 -0500
The March2008 SDK has a changed behavior: SM3 shaders using any global variables defined as type 'half' will no longer compile, unless you set the compile option flag D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY. Only the error message when attempting to compile the shader says anything about this (grr). M ...

Coordinate matching     Sun, 23 Mar 2008 00:21:25 +0800
Hello Our artist has produced a background static object (a house) for our game. I wonder what should I do in order to make the object coordinate coherent with the coordinates in the program. Say, but don't know if it is correct, if the mesh's upper corner sits at 10,10,10 and then when I move to DirectX, I ...

Missing File - Need help     Fri, 21 Mar 2008 20:52:00 -0700
If someone could help me I would appreciate it. I don't know anything about this topic, so I might not be stating this correctly. After I had to reformat my laptop I tried to unzip my WebCalendar Creator software. It unzipped, but wouldn't run because a file is missing. the run-time error is 339 and the file ...

Alpha blending using multiple texture stages under Direct3D Mobile     Thu, 20 Mar 2008 06:59:00 -0700
I need to present two textures onto a back-buffer under DirectX Mobile using multiple texture stages. The first texture contains a satellite image of a landscape, this does not have any alpha bits set and needs to be drawn completely. The second texture contains items such as roads which need to overwrite th ...

DirectX+MFC     Wed, 19 Mar 2008 02:16:04 -0700
Hello All i need a DirectX tutorial using MFC. ...

Morphing     Tue, 18 Mar 2008 10:57:03 -0700
Is there anyway/example to use DirectX and image morphing you know? My thanks in advanced ...

Buffer indexing (again)     Tue, 18 Mar 2008 00:03:48 +0100
I am unable to properly access all elements of a buffer from a shader. This is the setup: C++ struct MY_ELEMENT { int a; int b; int c; }; D3D10_SHADER_RESOURCE_VIEW_DESC srDesc; srDesc.Format = DXGI_FORMAT_R32G32B32_UINT; //three 32 bit ints srDesc.Buffer.ElementOffset = 0; srDesc.Buffer.ElementWid ...

Map, UpdateSubresource     Mon, 17 Mar 2008 23:15:11 +0100
Hi, I'm trying to figure out how to update a buffer to a shader. the buffer is declared as 'Buffer<int> g_myBuffer' After calling Map (which fails with D3D10_MAP_WRITE, but returns S_OK with D3D10_MAP_WRITE_DISCARD ?) do I just write to the returned buffer pointer, call UpdateSubresource or both ? (nei ...

step through debug     Mon, 17 Mar 2008 13:32:06 +0100
Hi, How does one step through shader code using PIX ? I'm using the expriment capture functionality however that isn't the same, is there a way to step through code as it's running like we do with regular win32 debugging ? Thanks, Dylan ...

Interlaced video     Sat, 15 Mar 2008 11:26:00 -0700
Is there a way to set the device (an HDTV) in an interlaced video mode? I would like to present interlaced video data to the TV, and have it deinterlace, as if it were a TV signal. I am using the TV over HDMI. ...


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