I have a directx9 game engine that creates its normal adaptor with this format: D3DFMT_X8R8G8B8 I have a system where I render some objects to an offscreen rende开发者_StackOverflowr target, as lightm
If I built my app against D3DX June2007_d3dx9_34 and the target system has a newer version Nov2007_d3dx9_36 should that be a problem?
In a driver I am debugging there is a call to D3DKMTCreateAllocation. The error I receive is int (-1071775735) or 0xc01开发者_运维技巧e0009 which is of type NTSTATUS.
I know there is a function in D3D that transforms the texture coordinate: d3dDevice->SetTransform( D3DTS_TEXTURE0, &matrix );
开发者_C百科Is the format of compiled pixel and vertex shader object files as produced by fxc.exe documented anywhere either officially or unofficially?
Using the D3DX library that is a part of directX, specifically directx9 in this case, I\'m wondering if it\'s safe to use the same matrix (or vector etc) for input and ouput
When using the function: D3DXSaveTextureToFile and passing in D3DXIFF_BMP to create a bmp I\'ve noticed that the values seem to be estimated rather than given specifically.