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Blog article 1: C # + DirectX loop playback without black screen replacement

The Code logic of C # + DirectX audiovideoplayback circulating on the network for video players is basically: // Source code of csdn yalan old project After testing, it is found that although two video and audio instances are initialized for the code modification, there is a black screen interval between the player list (my project uses a generic list After analysis, there are two reasons for the interval of changing the black screen: 1. Time cons

DirectX: Add a custom filter to Graph Auto-connection.

={0x8b498501, 0x1218, 0x11cf,{ 0xad, 0xc4, 0x0, 0xa0, 0xd1, 0x0, 0x4, 0x1b}}; hr = CoCreateInstance(CLSID_EFFECT,NULL,CLSCTX_ALL,IID_IBaseFilter,(void **)peffect); hr = pigb->AddFilter(peffect,L"Image effect "); IPin *pIn_peffect = 0; IPin *pOut_peffect = 0; hr = g_pCaptureBuilder->FindPin(peffect,PINDIR_INPUT,NULL,NULL,FALSE,0,pIn_peffect); if(FAILED(hr)) { MessageBox("err11"); } hr = g_pCaptureBuilder->FindPin(peffect,PINDIR_OUTPUT,NULL,NULL,FALSE,0,pO

Use C ++ and DirectX to develop gui (1)

It seems that I am doing a waste of time to invent the wheel-windows already has a very complex and functional GUI. unfortunately, Windows guis apply to office software, which is usually not suitable for game software. games generally require more accurate control than Windows (for example, it is easier to use your own GUI to implement a part of transparent windows created with Alpha mixture, while Windows GUI is almost impossible ). This article describes how to use C ++ and

Solution to prompt unknown DirectX error when opening game program in WinXP system

  Reason Analysis: This is not the case because the video card driver version is too old, but the graphics driver "too new." As Microsoft has stopped maintaining its XP system, Nvidia officials are no longer WHQL to sign up for the graphics drivers under the XP system. Therefore, when the XP system is installed with a too new video card driver, the DirectX feature will not work properly because the files in the graphics driver are not digitally signe

Delphix of Delphi and DirectX: Tpicturecollectionitem.patternwidth, Patte

Delphix of Delphi and DirectX: Tpicturecollectionitem.patternwidth, Patternheight This example effect chart: Code files: unit Unit1; Interface uses Windows, Messages, sysutils, variants, Classes, Graphics, Controls, Forms, Dialogs, Dxdraws, Stdctrls; type TForm1 = Class (Tform) Dxdraw1:tdxdraw; dximagelist1:tdximagelist; Button1:tbutton; Button2:tbutton; Button3:tbutton; Button4:tbutton; Button5:tbutton; Button6:tbutton; procedu

Delphi and DirectX Delphix (6)

Delphi and DirectX Delphix (6): Allow Tdximagelist to interact with regular VCL This example tests two questions: 1, other VCL loaded pictures can be used for tdximagelist; 2, tdximagelist in the picture can give other VCL use. In the example, first load the picture with Tpicture, then give the tdximagelist; The picture is then drawn on the form, not in the Tdxdraw. Continue to understand point tdximagelist: The Tdximagelist control has only tw

Rookie DirectX's rendering line

experts say the DirectX rendering pipeline is divided into the following steps local coordinate system-> world coordinate system-> observation coordinate system-> projection-> viewport transform-> raster. For me, it's a couple of functions. transformation of a local coordinate system to a world coordinate system 1. Translation function d3dxmatrixtranslation Like trying to move an object 10 units along the X axis. D3dmatrix Mtrans; D3dmatrixtranslatio

DirectX Viewport transformation matrix in detail (derivation Viewportmatrix)

Reprint: http://www.cnblogs.com/graphics/archive/2009/10/13/1582773.html Viewport transformation after the projection transformation, the role of the viewport transformation is to convert the point on the projection plane to a point on the screen, which is a scaling process. The function of the projection transform is to project the scene in the viewing frustum (visual body) to a plane, which is the projection plane, in DirectX, using the near clippi

Matrix usage in DirectX

In a nutshell, The matrix in DirectX is used in 3 steps: 1. Define the world transformation matrix. 2. Define the viewport transformation evidence. 3. Define the projection transformation matrix. One of the first steps: D3dxmatrix Matworld;D3dxmatrixrotationy (matworld, timeGetTime ()/150.0f);//The information of the transformation matrix exists in Matworld, and there is no actual changeG_pd3ddevice->settransform (D3dts_world, matworld);//Set the

Example of DirectX development based on Visual C #--two-D display

Seven or two-D display Most two-dimensional display in DirectX is done by Sprite, such as animation, bulletin board, two-dimensional text, and so on. There are special sprite classes in DirectX for simplifying sprite drawing and processing, and here's a look at some of the methods of the Sprite class: Method Defined Description Begin Public void Begin( spriteflags flags);

Beautify your mouse cursor with DirectX

Recently in the map editor, want to take the BMP resources to do the mouse cursor, check the half-day data have not found ~ ~ And then you go to DirectX. DirectX is very good and powerful, with a few simple commands you can set the mouse cursor ~ 1 Create surface, where surface formatting must be A8R8G8B8 format, no matter how large the original image, will be converted to the size of 32*32 pixels. 2 Ca

Delphi and DirectX Delphix (7)

Delphi and DirectX Delphix (7): Final scheme for loading pictures for tdximagelist This example effect chart: Code files: Unit Unit1 Interface uses Windows, Messages, sysutils, variants, Classes, Graphics, Controls, Forms , Dialogs, Dxdraws, Stdctrls;    Type TForm1 = Class (Tform) Dxdraw1:tdxdraw; Dximagelist1:tdximagelist; Button1:tbutton; Procedure formcreate (sender:tobject); Procedure Button1Click (sender:tobject); End; Var Fo

Delphi and DirectX Delphix (): Tdirectdrawsurface.blt (), Bltfast ();

These two functions may not be a general problem, especially BLT (); For the moment, this is an example of a preliminary attempt: Code files: Unit Unit1 Interface uses Windows, Messages, sysutils, variants, Classes, Graphics, Controls, Forms , Dialogs, Dxdraws, Stdctrls, DirectX; Type TForm1 = Class (Tform) Dxdraw1:tdxdraw; Button1:tbutton; Button2:tbutton; Procedure Button1Click (sender:tobject); Procedure Button2click (sender:tobjec

The clock that calls the component implementation of DirectX

The following code is the clock that the component implementation of the DirectX called. It has three pointers that will change in real time with the changes in the system. But I did not do the scale, because I think the program to draw the scale is not beautiful, using Photoshop to draw a bell as the background is much more beautiful. Classid= "CLSID:B6FFC24C-7E13-11D0-9B47-00C04FC2F51D" >

Delphi and DirectX Delphix (): Tdib. Drawtransparent, Drawtranslucent, Dra

Delphi and DirectX Delphix (): Tdib. Drawtransparent, Drawtranslucent, Drawalpha (); Tdib. Drawtransparent: Transparent by the specified transparent color; Tdib. Drawtranslucent: First by the specified transparent color transparent, and then translucent; DIB. Drawalpha: Transparent by the specified transparent color, and then by the specified transparency. This example effect chart: Code files: Unit Unit1;InterfaceUsesWindows, Messages, sysuti

3D game basics direct3d (2) d3d Initialization

Note: Subsequent d3d explanations are based on C ++. Before explaining d3d initialization, we will introduce several pilot concepts.1. The d3d SDK provides developers with two device types: reference device or ref and hardware abstract layer or Hal

Direct3d improvement: HLSL programming achieves Photoshop filter effect-relief

"Embossed" image effect refers to the foreground convex background of the image. It is common in the carving of some monuments. Implementation Relief is actually very simple. Calculate the difference between a pixel in the image and a pixel in the

Pick Technology in direct3d

------------------------ Pick. h ------------------------   # Pragma once# Include Using STD: vector;   struct pickresult { DWORD dwface; // mesh face that was intersected float fbary1, fbary2; // Barycentric coords of intersection

Usage of multiple rendering targets in direct3d 9C

Dx9c provides a very simple method of using multiple rendering targets. The principle is to plot different information into many textures at a time, so that the textures can be merged to achieve some incredible effects. For example, you can save the

Direct3d improvement: HLSL programming achieves Photoshop filter effect-stroke

For the relief effect, stroke (edge detection)CodeIt's not complicated. It's just a little more complicated in theory, and the effect looks more attractive. If the gray value at the edge of the image passes through a skip, we can calculate the

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