I presently am trying to finish an full screen app which uses dialog boxes via DialogBoxParam() call. Unfortunately, one of the dialog boxes refuses to fully paint itself at times. In previous version, I have been able to us the now defunct FlipToGDISurface() call to fix this in other apps. Can one still us a Win32 dialog box in a full screen Directx application (I believe we are at DirectX9 or 10)?
[Please do not mail me a copy of your followup] =?Utf-8?B?anBhdHJjaWs=?= spake the secret code thusly: >I presently am trying to finish an full screen app which uses dialog boxes >via DialogBoxParam() call. Unfortunately, one of the dialog boxes refuses to >fully paint itself at times. In previous version, I have been able to us the >now defunct FlipToGDISurface() call to fix this in other apps. Can one still >us a Win32 dialog box in a full screen Directx application (I believe we are >at DirectX9 or 10)? Generally speaking, Win32 dialog boxes and exclusive mode don't work well together. You would be better off restructuring your application to operate in windowed mode (perhaps with a full-screen sized window with no decorating frame) if you rely heavily on Win32 dialog boxes. There is limited compatability with exclusive mode and Win32 dialog boxes if you construct your device with a GDI compatible back buffer format. Use IDirect3DDevice9::SetDialogBoxMode to enable GDI dialog boxes in a exclusive mode application. The restrictions imposed by this operating mode are documented on the reference page for that method. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>