The steps are as follows:
1. First, click the Start button and enter "DxDiag" in the search box.
2, will search out a lot of things, no matter, just open the top of the "Dxdiag.exe" this program on the line.
3, DxDiag's Chinese name is called the DirectX Diagnostics Tool, opens after the interface following diagram:
4, at this time we click on the main interface "display" tab (as shown in the red circle above), you can see about the system all the graphics-related content (the
Translator: Lin GongSource: the binary life of wood and woodReprint please specify the author and source, thank you!This is one of the Direct3D 12 documents published by Microsoft, this translation is left as a learning record memo, the level is limited, mistakes are unavoidable, but also look haihan. The original link is https://msdn.microsoft.com/en-us/library/windows/desktop/dn899194 (v=vs.85). aspxSignificant changes in
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
DX notes --- Direct3D basics, dx notes --- direct3d
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 surfac
is slow and is often used by developers to test the features that will be implemented on the hardware. This type is not used in this book.
Create a device
The direct3d device is created by the createdevice function of idirect3d9. This function requires several parameters, including the unique ID, device type, handle, some behavior signs are used to determine how the created device operates. Once successful, this function returns an
is the fastest device type.The reference device is only available in the installation version of the SDK, and it includes a software implementation of the pipeline of the entire graph. Although this device is very slow, it is easy to debug the graphical application.Null referece device will do nothing, all rendering is just a black screen. When the system does not have an SDK installed, but the application requests a reference device, it returns a nu
/************************************ Author: Cai junsheng* Source: http://blog.csdn.net/caimouse/************************************/Deep Dive into direct3dDeep Dive: direct3d Cai junsheng All Rights Reserved· Chapter 3 basic 3D knowledge· 1. 1. What is 3D?· 1. 2 3D related concepts· 1. 3 DirectX Introduction· 1. 4 3D elements in direct3d· 1. 5 direct3d surface
The new hardware tessellation feature available on direct3d 11 video cards has great potential, but using it refreshing tively currently requires understanding higher-order surfaces as well as a myriad of performance implications. in addition to the Windows DirectX graphics documentation, here are a number of resources for learning more about using direct3d 11 te
What is GDI/GDI +?
GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ).
GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point coo
GDI/GDI +What is
GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ).
GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point
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
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. idirect3ddevice9: Present returns the error code d3derr_devicelost.
Check and help lost devices (direct3d 9) For more details. Let's briefly
Resources are the materials used to build scenarios. It contains most D3D data for parsing and rendering scenarios. A resource is a memory area, which can be accessed by the Direct3D pipeline.
You can create a strongly-typed or non-typed resource, control whether the resource has both read and write access, and enable the resource to be accessed only by the CPU or GPU, or you can access both of them. Up to 128 resources are
DemoProgram: Http://download.csdn.net/detail/jiangcaiyang123/4156592
I have written an article about the effect of designing fade-in and fade-out with direct3d.ArticleNow, it seems to be a waste of time. More than a year later, I had a deep understanding of the principle of direct3d, coupled with some of my own experiments, and now finally achieved a fade-in and fade-out effect.
To help speed up, I will simply put it. The color mixing operation
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
PIX win is the direct3d file attached to the DirectX SDK.ProgramThe debugging and analysis tool is used for d3d applications. If the developer of d3d needs to collect and analyze the call and execution information of the application to the 3dapi, this tool is a good choice. For example, you need to know whether the background rendering target, depth buffer, and template buffer are correctly rendered during a rendering process, alternatively, you can u
Valve opens up Direct3D to OpenGL's translation layer, allowing developers to migrate games to Linux:Https://github.com/ValveSoftware/ToGLValve Steambox Host System Steamos is based on Debian Linux and can be downloaded and installed for free:Http://store.steampowered.com/steamos/buildyourownSteam for Linux Games list:http://store.steampowered.com/browse/linux/Ubuntu can install steam playing games like Dota2 and Left4Dead2:http://store.steampowered.c
start with: Vertex coordinate transformation when Direct3D learn the basics of getting started, here will detail its principles:
The process of rendering three-dimensional objects in Direct3D is divided into two stages: "1" tl (transforming and Lighting), i.e. coordinate transformation and illumination;
"2" grating processing stage.
One, tl assembly line:
The following figure:
1, world transformation an
I have always wanted to translate d3d documents to learn and provide convenience to other friends, but I have never had time to do this, today, I occasionally found on the internet that someone has done this well enough. I will post the link to my friends who want to learn d3d. The following things will help you, I would like to express my sincere gratitude for the hard work of the author of this document.
Intelligent fish
2006.12.18
The following is the copyright statement of the people. I copi
Introduction
This White Paper provides a technical explanation for direct3d application developers on how to set the parameters of the direct3d transformation pipeline by the direct manipulation of direct3d matrices.
Overview
Direct3d uses three transformations to change your 3D model coordinates into pixel coordinates
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