1. When will the device be lost?
A direct3d device has two statuses: operation or loss.
Operation Status: Indicates the normal status of the device. The device runs as expected and can present all rendering effects.
Loss status: All rendering operations quietly fail. idirec
Address: http://www.cnblogs.com/kkun/archive/2008/02/21/1076533.html
Today, I want to try xna2.0, which is not fun. As a result, I encountered a problem. After xNa studio is down from the Internet, the installation went smoothly,After DX9 is installed, everything goes smoothly. Create a project and run it. An error is reported!Cocould not find a direct3d device that has a Direct3D9-level driver and supports
information in important functions.
Finally, repeat the above action, the player crashes, and then you can view it. The Player crashes:
If (m_pd3dsurface [ddpos] = NULL) return nret;Switch (m_pd3ddevice [ddpos]-> testcooperativelevel () {// test the device loss status, that is, to detect the current status of the deviceCase d3d_ OK: // everything is normalBreak;Case d3derr_devicelost: // The device is lost
the two main interfaces of the D3D :
Device,id3d11device. create resources, shader objects, state objects, query objects, and so on. And check the hardware features, debug functions. Can be considered a provider of resources. Device Context,id3d11devicecontext. use resources. Binding resources, shader objects, state objects wait for pipelining. and control the execution of the computational flow. Immedite c
buffers are automatically destroyed or reused after the GPU is used. !--[if!supportlists]-->l "!--[Endif]--> in direct3d12, all dynamic updates (including constantbuffer,dynamicvertexbuffer,dynamictextures, etc.) Explicitly controlled by the application. These dynamic updates include any requested gpufence and buffer. It is the responsibility of the application to ensure that the memory is valid before it is exhausted. !--[if!supportlists]-->l "!--[Endif]-->DIRECT3DNBSP;12 only uses t
Microsoft released DirectX 9.0 with "A number of exciting features! DirectX delivers better image display quality, making multiplayer games scalable and delivering better audio. DirectX 9.0 performs well in at least the following aspects:1. Enhanced interfaces for DirectDraw and direct3d, simplified application expansion, and improved performance2. Improved graphic creation tools to make it easier to make the best 3-D roles and environments3. Point L
This article by Harry _ Spider-Man original, reproduced please indicate the source! Have a question Welcome to contact [email protected]Note: I give the electronic version is more than 700 pages, and the physical book is more than 800 pages, so when I mention the relevant concepts, I will use the chapter number instead of the page number. The same situation is appropriate for the second edition of "Dragon book".Address of previous issue:DX 11 Game Programming Learning Notes 6This chapter should
Long er has nothing to say about this csdn. The translation was gone this afternoon. Fortunately, I have saved some of the papers. Now we can only provide that part to everyone. I hope you will not be surprised. I originally put the screenshot of the Code in the book in this translation, but the picture goes down again, so long still uses the post of my own code.
IDirect3D9 *Direct3DCreate9( UINT SDKVersion
);
The value of sdkversion must be d3d_sdk_version.
This function is easy to use. We on
OpenCL programming guide for interoperability with Direct3D and opencl programming guide
This article describes the interoperability between OpenCL and D3D 10.1. initialize OpenCL context for Direct3D interoperability
OpenCL sharing is enabled by pragma cl_khr_d3d10_sharing:
# Pragma opencl extension cl_khr_d3d10_sharing: enable
When D3D sharing is enabled, many OpenCL functions will be extended, and some p
ProfileIn the previous tutorial, we built a minimal Direct3D 11 application that was used to output a single color on a window. In this tutorial, we will extend the application to render a single-color triangle on the screen. We'll associate the triangle with the process of setting up the data mechanism.The output of this tutorial is to render a triangle in the center of the window.Resource Directory(SDK root) \samples\c++\direct3d11\tutorials\tutoria
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Getting started with direct3d (getting started with direct3d)
-Direct3d architecture (alpha version)
-3-D coordinate systems and geometry (alpha version)
-
I. Prerequisites
1. Surface
The surface is a pixel matrix used by direct3d to store 2D image data. Width and height are measured in pixels, and pitch is measured in bytes. The interface idirect3dsurface is used to describe the surface.
Lockrect: This method is used to obtain the pointer pointing to the surface storage area. You can perform read/write operations on each pixel through pointer operations;
Unlockrect: Used in pairs. The call lock must
the surface Initialize the version of Direct3D//Initialize Direct3D D3D = Direct3dcreate9 (d3d_sdk_version) According to the version number; Set the parameters of the Direct3D structure//Declaration parameter structure Body d3dpresent_parameters D3DPP; //clear parameters This step is critical, need to have this emptying process, otherwise, will be unable to crea
If Windows is an enterprise, DirectX is one of its departments. If we create a Windows program, we need the cooperation of the Windows department, the DirectX Department is required to use the DirectX function.
Windows Department appears in our program in the window, DirectX also participates in our program in its way
To use direct plotting, follow these steps:1) create a direct3d object2) create a direct3d
) ) return hr;
To use this newly created deep template buffer, the tutorial must bind it to the device. This is done by passing the depth template View to the third parameter of the omsetrendertargets function.
g_pImmediateContext->OMSetRenderTargets( 1, g_pRenderTargetView, g_pDepthStencilView );
Like the rendering target, we must also clear the depth buffer before rendering. This ensures that the depth value of the previous frame does n
shoshould see the result of rendering that frame.
The render tab always shows the contents of the back buffer as of the currently-selected event. so you can watch your frame render bit by bit, by selecting each draw call. the "d Down" toolbar button makes this easier; it moves to the next draw call. (but see below for a note about programs that change the render target ).
When a draw call is selected, the mesh tab shows useful information about the vertex data that was processed by the gr
Direct3D 11 Graphics pipeline
PCs typically have two processors: CPUs and GPU, and you need to write code for each processor. These two parts have completely different schemas and instruction sets. In graphics programming, you need to write software for all two processors, use common languages for CPU applications, such as C + +, and HLSL for GPU. DirectX is the bridge between systems. Most of the articles on graphic programming focus on the CPU or t
also need to define a macro to explain to d3d what vertex formats you have defined.
# Define d3dfvf_customvertex (d3dfvf_xyzrhw | d3dfvf_diffuse) // vertex format
The above sentence means that the defined vertex structure includes: the position transformation information (d3dfvf_xyzrhw) and the diffuse color information (d3dfvf_diffuse );
So, what types can be defined in total, and what can be used.
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