I\'m wondering if it\'s possible to draw over an opengl/direct3D surface with GDI? and if so, how might it be done?
I met a very weird issue. When I create some very simple VertexBuffer and IndexBuffer in D3D, the memory consumption reported from TaskManager is huge.
I need to calculate the minimum and maximum UV values assigned to the pixels produced when a given object is drawn onscreen from a certain perspective. For example, if I have a UV-mapped cube but only
I want to be able to set the individual pixels of the back buffer in my program in an efficient way. This is what I call in my rendering function:
I\'m trying to render a textured quad in d3d, and its not using the alpha values of the VERTICES of the quad the texture is being rendered to.Rather it is using the alpha of the TEXTURE.
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
I\'ve installed the June 2010 SDK Enabled the Debug Runtime in the DirectX Control Panel set the Debug Output Level to maximum (More)
Is there any means to interpret Direct3D output as a series of vectors instead of a raster image? I am hoping I could use such a feature to generate a PDF file containing the rendered Direct3D output.
Is there a big diffe开发者_运维问答rence (in the way of coding, ...) between the direct3d sdk 10 and 11, like \"it was\" between direct3d 9 and 10 ?
I\'m learning about Direct3D\'s progressive mesh. I tried the SDK sample (ProgressiveMesh) and fiddle with the code to replace the default object with some other .X file.