Can you StretchRect from a DF24 into another DF24 (ATI specific)?
Can you StretchRect from a INTZ into another INTZ (nVidia specific)?
Can you create DF24 or INTZ as multisampled surfaces?
...
I'm unable to do a scenario from subject.
I have DirectX 9 March 2009 SDK installed, which is 9, "sub"-version c, but "sub-sub"-version is 41, so libs (d3dx9.lib d3d9.lib) are linking exports to dxd3d_41.dll.
What happens when I try to run my app on machine which has DX9.0c but not redistributable from march 2009 is now obvious :), it ...
So I'm trying to implement some Direct3D post-processing, and I'm having issues rendering to textures. Basically, my program looks like this:
// Render scene to "scene_texture" (an HDR texture)...
...
device->SetRenderTarget(0, brightpass_surface);
device->SetTexture(0, scene_texture);
// Render "scene_texture" to "brightpass_texture...
I'm working on a 3d game just for learning.
I have a 3d world generated from a heightmap and various mesh based objects overlayed onto that world.
I want the player to be able to target objects in the world which I can do, but I want to draw a targetting circle on the terrain or object that the targetted thing is standing on. If you've...
What might stop IDirect3DDevice9::SetTransform from working? I've looked at alot of tutorials for using transformation matrices in Direct3D9, including this one here. And as far as I can tell, they all do it the same way.
I'm trying to write some code just to translate a texured polygon. I call SetTransform with a matrix initialized wit...
I have a directx9 application, which needs to run on a machine with Aero disabled. The app runs in windowed mode. When the window is first created, it looks just fine within a single screen. When I move the window in such a way that it spans two screens attached to the same graphics adapter (and GPU) the region on one screen seems to mir...
I'm writing an application which needs to draw a lot of text - several lines, maybe tens of lines - in Direct3D9. The text can be heavily formatted (i.e. different typefaces, styles, sizes) and can contain unicode symbols from different charsets. Worst of all, it can change on the fly, so it needs to be dynamic (render once display alway...
I am trying to enable AA in a D3D9 application, but am not sure how to set up the surfaces correctly. So far, I have:
IDirect3DDevice9* m_pd3dDevice;
IDirect3DSurface9* screen;
IDirect3DSurface9* msaasurf;
D3DPRESENT_PARAMETERS m_presentationParameters;
Initialization:
m_presentationParameters.Windowed = TRUE;
m_presentationParameter...
I've started at the beginning, and my code will capably display the grand total of some text. I've been adding support for sprites. The trouble that I've run in to, is that it doesn't seem to recognize my HLSL. I set the technique, began it, began the pass, drew the sprites, flushed them, ended the pass, the technique. And D3D comes up w...
Hi, guys,
I know it's easy to copy vertex/index buffer in D3D10 with
IDirect3D10::CopyResource(...)
interface.
How to do the same work in D3D9? Is there any similar API for this?
...
I have a tex2D sampler I want to only return precisely those colours that are present on my texture. I am using Shader Model 3, so cannot use load.
In the event of a texel overlapping multiple colours, I want it to pick one and have the whole texel be that colour.
I think to do this I want to disable mipmapping, or at least trilinear...
In error reports from some I have quite often seen following behaviour: IDirect3DVertexBuffer9::Lock fails, returned error code is D3DERR_NOTAVAILABLE.
Once this happens, quite frequently (but not always) it is followed by CreateTexture or CreateVertexBuffer failing with error D3DERR_OUTOFVIDEOMEMORY.
What are possible reasons for vert...
Hi,
For starters I'm a fairly seasoned graphics programmer but as wel all know, everyone makes mistakes. Unfortunately the codebase is a bit too large to start throwing sensible snippets here and re-creating the whole situation in an isolated CPP/codebase is too tall an order -- for which I am sorry, do not have the time. I'll do my bes...
Hi,
I have an issue with clipplanes in my application that I can reproduce in a sample from DirectX SDK (February 2010).
I added a clipplane to the HLSLwithoutEffects sample:
...
D3DXPLANE g_Plane( 0.0f, 1.0f, 0.0f, 0.0f );
...
void SetupClipPlane(const D3DXMATRIXA16 & view, const D3DXMATRIXA16 & proj)
{
D3DXMATRIXA16 m = view...
I have a source code (which is not written by myself) that assumes an address of a D3D9 surface, which is created in system memory, will never change.
In short, the code is like this;
// the following code runs only once in initialization phase
system_surface->LockRect(&lockinfo, blah blah..);
void *pSurface = lockinfo.pBits;
UnlockRec...
Hey,
For some strange reason my depth buffer is not working, i.e. the triangles drawn later always overlap, regardless of their position.
I have these presenter parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = mWindow;
d3...
I read in the Direct3D9 help (emphasis mine) :
Direct3D 9 supports points, lines, triangles, and grid primitives. These have been extended to support higher-order interpolation beyond linear. While triangles and lines have spatial extent, until now they were both rendered using linear interpolation. In Direct3D 9, Direct3D supports r...
I have a hooked DirectX used in C++ code that draws text and sprite. I tested it and it drew well onto 2D application. However, when I tried it with 3D application (some complex game actually), only text was visible. From that I deduced the sprite is not being overdrawn by something else, hence the text would be too. I set flags
Set...
I'm working on a Direct3D application and I sometimes need to terminate the application forcefully via the debugger. After the application has been terminated in this way a couple of times, Direct3D reports an "Out of video memory" error when attempting to create a new device. Presently I am working around this by switching my display re...
I am making a game with 3d gamestudio a8 free edition. The free edition doesn't support shader, it only supports fixed pipeline shaders. There are some samples in the wiki of 3d gamestudio (click here) but I want to know of there are more samples or tutorials.
...