I\'ve done 2 programs to use Shared Resources, running on SlimDX & DirectX10. One program will display the shared texture on a 3D mesh. The 2nd program will load an image as texture. So far I need
I\'m using the following codes to copy D3D surface back to system memory, but the performance is bad when call LockRect operation, it spends lot of time of this function. Is there a way to improve it?
I\'m trying out the shared resources feature of DX10, as I needed this for one of my project. But I\'m can\'t find much sample or code especially using SlimDX. According to DX10 documentation, I just
I\'ve always wondered the reasoning behind why we must always defin开发者_运维技巧e D3DVERTEX. Is it because Microsoft wants to allow the opportunity to put this in a class and overload operators, or
I tried to recreate the BitmapMixer sample from Directshow.NET in VS 2010 (The original sample works fine) and got the following errors in the Form1.cs
I\'m trying to extract vertex and UV map information from a FBX file created with 3ds开发者_Go百科 max 2010.
Let me describe the \"battlefield\" of my task: Multi-room audio/video chat with more than 1M users; Custom Direct3D renderer;
I am trying to do something with Ogre using 3D textures. I would like to update a 3D-texture by going through it slice-by-slice and recalculating the color val开发者_如何学Goues. However, in each step
I want to implement a paint-like application, which will enable kids to create and work with 3 dimensional objects.
So I have a x8r8g8b8 formatted IDirect3DSurface9 that contains the contents of the back buffer.When I call LockRect on it I get access to a struct containing pBits, a pointer to the pixels I assume, a