Presenting BackBuffer using XP vs. Vista
Sat, 6 Sep 2008 13:47:24 +0200
When presenting a back buffer of a certain resolution (say 1024x768) to the
screen (e.g. 1600x1200), XP always seems to do this using a linear filter.
Meanwhile with Vista, a point filter is applied leading to poor results.
This applies to both NVidia and ATI cards with different driver version.
What can be do ...
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DirectX 10 replacement for IDirect3DSurface9::GetDC
Fri, 5 Sep 2008 15:34:01 -0700 (PDT)
Is there such a thing? What do I do if I want to blit to an offscreen
plain surface from a HDC? ...
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DirectX 10 and Real-Time Render of Glass
Fri, 5 Sep 2008 10:34:05 -0700
Is it real?
http://www.youtube.com/watch?v=iH8X3jjgtxk
http://www.youtube.com/watch?v=mKEq3t4ZLXI
http://www.youtube.com/watch?v=r98gvY_Z_lM ...
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Slowness of D3DX/DirectX Viewer?
Fri, 05 Sep 2008 16:13:38 +0200
Hi,
I got a simple GeForce 8400 and I have made a test scene composed of 3 spheres
of 32000 vertices. Each has single texture mapping.
Under my own engine, I got more than 100 fps.
Under DX Viewer, I got 20 fps.
At first, I thought it was because DX Viewer used a mega shader but it just uses
the "Defaul ...
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displaying an 800x600 image on an 800x600 window using vectors
Fri, 05 Sep 2008 11:30:26 +0100
Hi,
I have creating a 800x600 window which I want to display an 800x600
image on it using D3DXCreateTextureFromFileEx.
How do I set the view and perspective so that I get a 1:1 ratio ?
Thanks for all your time and help
Dime
--
// My vector:
struct CUSTOMVERTEX t_vert[] = {
{1.0f,-1.0f,0 ...
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Converting DX7 + GDI app to work with Aero
Wed, 3 Sep 2008 12:25:01 -0700
I'm trying to convert 10 year old code to work with Aero. The code uses
DirectX 7 to put an inage into an offscreen buffer, then uses GDI calls to
draw on top of the image in the offscreen buffer by getting and holding an
HDC of the offscreen buffer.
In the WM_PAINT:
surface->ReleaseDC(offhdc) // of ...
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Full-screen, exclusive-mode video and D3D debugging
Tue, 2 Sep 2008 10:39:01 -0700
I'm developing a video playback app using using a custom allocator-presenter
for VMR9, developed from one of the Dx9 SDK samples. On the release system,
this will be a full-screen, single-monitor display controlled via TCP. My
development system is dual monitor with a single graphics card (this means
singl ...
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Screen shots with OPenGL
Tue, 2 Sep 2008 10:23:13 -0700
I am trying to get a screenshot of a window with usage glReadPixels API's
exposed from OPenGLafter getting the current context. But if I move another
application window above my application window, the screen shot which i get
gets blurred and I get a screen shot which gets overlapped. My code is as
below
...
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WPF D3DImage performs good on XP, bad on Vista
Sat, 30 Aug 2008 08:19:01 -0700
I project normal unmanaged C++ Direct3D (dx9) on a WPF D3DImage through
interop.
I followed the msdn d3dimage walkthrough on
http://msdn.microsoft.com/en-us/library/cc656785.aspx .
I used the August 2008 DirectX SDK, .NET 3.5 SP1, with Visual Studio 2008SP1
on Vista64SP1.
I made x86 and x64 binaries.
...
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No textures with D3DPOOL_MANAGED under Vista?
Sat, 30 Aug 2008 01:24:46 +0200
Hello,
does anybody know if there are general problems creating textures with
D3DPOOL_MANAGED attribute under Vista?
With XP, all runs as expected.
The same code and very similar graphics hardware/driver (ATI HD38xx series,
512MB Video RAM) under Vista cause an error, meanwhile D3DPOOL_DEFAULT
works.
H ...
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