directx direct3d

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Direct3d 10 System (IV)

Direct3d 10 System (IV) 5 core API and RuntimeWe set the API and runtime to two independent parts, but the complete Part: core API/runtime and the color language/status management system. We will introduce several important parts of the new runtime and the changes compared with the current system. The core API and runtime act as a thin abstraction layer on the hardware system and play the role of Low-overhead. The transformation of programmable pipeli

OpenGL system design-integrated with DirectX

As the two largest 3D graphics APIs, OpenGL and DirectX have never stopped competing. Microsoft's exit from openglarb and its full development of DirectX is a proof. This competition also leads to technological development, at least a good thing for developers. DirectX is not a 3D API, but direct3d is.

DirectX -- Filter property page call, directx -- filter

DirectX -- Filter property page call, directx -- filterIEnumFilters * pEnum;HRESULT hr;If (pigb){Hr = pigb-> EnumFilters ( pEnum );If (FAILED (hr )){Return;}IBaseFilter * pFilter = NULL;While (pEnum-> Next (1, pFilter, NULL) = S_ OK){// Check for required interfaceIUnknown * pUnk; // query the Filter interface. There is only one?HRESULT hrQuery = pFilter-> QueryInterface (IID_IVideoWindow, (void **) pUnk

Techniques for rendering texture from Direct3D

In Direct3D development, multiple passes are often required in HLSL files, which requires texture rendering. Currently, in a D3D system developed, an Effect file has three technique files, with a total of 10 passes, that is, it needs to be rendered to the texture nine times. You need to apply for multiple Texture2D files, renderTargetView and ShaderResourceView In Direct3D development, multiple passes are

DirectX video playback ------ manual connection, directx ------

DirectX video playback ------ manual connection, directx ------ IGraphBuilder *pigb = NULL;IMediaControl *pimc = NULL;IMediaEventEx *pimex = NULL;IVideoWindow *pivw = NULL;IMediaSeeking *pims = NULL; ICaptureGraphBuilder2 * g_pCaptureBuilder = NULL; IBaseFilter * pF = 0; void CTestFilterDlg: OnButton4 () {// TODO: Add your control notification handler code hereCoInitialize (NULL); HRESULThr = CoCr

DirectX Programming in CB (1)

layer (HAL) and the Hardware impersonation layer (HEL), which creates a "compatible table" at the same time when the direct object is created. It records the features supported by the current hardware system, when DirectX needs to implement a function, query the table, get the hardware support information, if the function can get hardware support, then send to the HAL to get the support of the hardware, or to the Hel to send a request to the simulati

Direct3D 2D Text rendering

Now learn the next Direct3D in the window to draw some text information, Id3dxfont interface is responsible for creating fonts and drawing two-dimensional text. We introduce the usage of Id3dxfont.1. Create the Lpd3dxfont interfaceLpd3dxfont g_ptextinfor =NULL; //Creating FontsD3dxcreatefont (g_pd3ddevice,//Direct3D Equipment -,//Height of font 0,//width of font +,//weight value of th

Basic direct3d program structure

I recently started to learn direct3d programming. I hope to write down my learning process here, just like I was studying DirectShow. The following is a basic direct3d framework program I wrote. It is suitable for beginners. //

Cocould not find a direct3d device that has a Direct3D9-level driver and supports pixel shader 1.1 or

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 pixel shader 1.1 or greater.Check the result

Managed DirectX (chapter 5)

Rendering with Meshes Translation: Clayman Clayman_joe@yahoo.com.cn Define MeshAlthough you often need to manually create vertex and index data, it is more common to load existing vertex data from external resources, such as from a file. We usually use the. X file to save this information. In the previous chapter, most of the code is used to create the ry. This seems completely feasible for simple triangles and cubes, but imagine that using the same method to create an object with tens of t

Basic concepts of 3D Game direct3d (I) Introduction to d3d and rendering Assembly Line

Finally, I have finished talking about the basic concept of space ry in the first three articles. Now I can say something practical. For a long time, I have always hoped to record some of my 3D knowledge in the most easy-to-understand language as a series of popular science articles for everyone to take a look. About a decade ago, I had my first computer and soon saw the charm of 3D games. After hearing about OpenGL, I heard about Microsoft's DirectX

DirectX programming technology-want to learn game programming? Mandatory

matter if you are not familiar with them, you can learn it with the introduction in this article. Now, let's talk less about the subject:(1) DirectX consists of the following parts:1. DirectDraw: quick and direct access through direct access to the Display memory and software and hardware acceleration technologies.2. directsound: it provides software and hardware sound mixing and recording regeneration functions.3. directplay: Provides interaction fu

Procedure for creating a DirectX Program

= d3dswapeffect_discard;D3dpp. hdevicewindow = hwnd;D3dpp. paiwed = true;// D3dpp. enableautodepthstencel = true;// D3dpp. autodepthstencilformat = d3dfmt_d24s8;D3dpp. Flags = 0;D3dpp. fullscreen_refreshrateinhz = d3dpresent_rate_default;D3dpp. presentationinterval = d3dpresent_interval_immediate; Pd3d-> createdevice (d3dadapter_default, d3ddevtype_hal, hwnd, d3dcreate_hardware_vertexprocessing, d3dpp, pdev3d9) // create a DirectX device object.

What is DirectX in the video card

Microsoft DirectX is a set of technologies that are designed to make windows-based computers an ideal platform for running and displaying applications that have rich multimedia elements. DirectX includes security and performance updates, as well as a number of new features that cover all technologies. Applications can access these new features by using the DirectX

DirectX programming technology-want to learn game programming? Mandatory

with them, you can learn it with the introduction in this article. Now, let's talk less about the subject:(1) DirectX consists of the following parts:1. DirectDraw: quick and direct access through direct access to the Display memory and software and hardware acceleration technologies.2. directsound: it provides software and hardware sound mixing and recording regeneration functions.3. directplay: Provides interaction functions for multiplayer games,

DirectX Programming Technology __ Programming

with them, it does not matter, can be stone with the introduction of this article to learn. Good, gossip less start to get to the point: (i) DirectX consists of the following parts: 1, DirectDraw: Rapid direct access is achieved by directly accessing the display memory and hardware and software acceleration technology. 2, DirectSound: To provide hardware and software sound mixing and recording regeneration function. 3, DirectPlay: Provides i

Direct3D 12 Early Adopters: Basic presentation

(SUCCEEDED (HR)) {D3d12_descriptor_heap_desc DESC = {D3d12_rtv_descripto R_heap, 1 , D3d12_descriptor_heap_none, 0 }; hr = M_pd3ddevice->createdescriptorheap (desc, iid_id3d12descriptorheap, reinterpret_cast void **> (m_prtvdescriptor)); } //create RTV if (SUCCEEDED (HR)) {M_pd3ddev Ice->createrendertargetview (M_ptargetbuffer, nullptr , M_prtvdescriptor->getcpudescriptorhandleforheapstart ()); }D3d11 Similar, create RTV, but no dedicated interface, with this descriptor is go

Direct3D Use Texture

D3DSAMP_MIPMAPLODBIAS = 8, //多级纹理映射的偏移值 D3DSAMP_MAXMIPLEVEL = 9, //最大纹理过滤级数 D3DSAMP_MAXANISOTROPY = 10,//设置各项异性最大值,越大越好 D3DSAMP_SRGBTEXTURE = 11,// D3DSAMP_ELEMENTINDEX = 12,// D3DSAMP_DMAPOFFSET = 13,//} D3DSAMPLERSTATETYPE, *LPD3DSAMPLERSTATETYPE;The value of the detailed filter from the enumeration typeD3DTEXTUREFILTERTYPEtypedef enum D3DTEXTUREFILTERTYPE { D3DTEXF_NONE = 0, D3DTEXF_POINT = 1, D3DTEXF_LINEAR = 2, D3DTEXF_ANISOTROPIC = 3, D3DTEXF_PYRAMIDALQUAD = 6, D3DTEXF_GAUSSIANQUAD = 7, D

Direct3d problems encountered in the project cause device loss

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.Closedirectdraw ();If (! This-> initdirectdraw ()){Closedirectdraw ();Return 0;}Break ;;C

The C language invokes the instance code of Direct3D, which is done through the LPVTBL field

M_pdirect3d9 = Direct3dcreate9 (d3d_sdk_version);int w = 1920;int h = 1080;D3dpresent_parameters D3DPP;ZeroMemory (AMP;D3DPP, sizeof (D3DPP));D3DPP. Backbufferwidth = W;D3DPP. Backbufferheight = h;D3DPP. Backbufferformat = D3dfmt_unknown;D3DPP. BackBufferCount = 1;D3DPP. MultiSampleType = D3dmultisample_none;D3DPP. SwapEffect = d3dswapeffect_copy;D3dpp.hdevicewindow = NULL;D3DPP. windowed = TRUE;D3DPP. EnableAutoDepthStencil = FALSE;D3DPP. Flags = D3dpresentflag_video;D3DPP. Presentationinterval

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