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Author: Capt Laser ManCapt Laser Man
Date: Dec 25, 2008 12:49
I have a C# application that draws animated vector images to the screen.
The number of vectors in each image ranges from 1 to 3000 or so and the
frame rate is typicall 20-50, depending on the source. I am currently
drawing these images in the OnPaint by creating a bitmap and then drawing
each vector using Graphics.DrawLine. I then use Graphics.DrawBitmap to copy
the bitmap to the graphics display. The reason that I draw to a bitmap is
so that I don't have to redraw all of the line during each OnPaint if the
animation is paused.
So, that all said, would I benefit by using DirectX drawing? I am trying to
improve my drawing speed because my current method limits my framerate below
the desired 50 frames per second in some cases.
Thanks,
Gary
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1 Comment |
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Author: SebastianSebastian
Date: Dec 24, 2008 11:17
Hi All,
Sorry if I'm posting in the wrong topic but I need an answer to this
question urgently as I plan to write a GPU raytracer using DirectX 11 when it
is available:
In the Nov 2008 SDK documentation for the HDR GPU sample program: "Until the
real Direct3D 11 hardware comes along, the sample only runs on the software
reference device." - Does this mean the Compute Shader programs will only run
on the newest GPUs that directly support DirectX11? Or can my NVidia GTX260
run it for example, even though it's a DirectX10 card? Please can someone let
me know asap, preferably someone whos in the know about the new API.
Thanks
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1 Comment |
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Author: MurrgonMurrgon
Date: Sep 22, 2008 06:55
Ofek Shilon wrote:
> HRESULT hr = pDev->CreateVolumeTexture( 512, 512, VOLDEPTH,
> 1,
> D3DUSAGE_DYNAMIC ,
> D3DFMT_L16,
> D3DPOOL_DEFAULT,
> &pVolTex,
> NULL) ;
After this call succeeds, call IDirect3DVolumeTexture9::GetLevelDesc().
Verify that the texture you got back is indeed 512x512xVOLDEPTH. We
ran into issues on ATI cards that it would always allocate volume
textures in powers of two for all dimensions, no matter what depth
we specified.
Also, 512 * 512 * 700 * (2 bytes per pixel) = 350MB. That is one
hefty texture and there may not be sufficient contiguous space to
allocate one that large.
Murrgon
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4 Comments |
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Author: LehelLehel
Date: Sep 20, 2008 22:49
I want to be able to draw/paint an internet explorer (that is
interactable) inside a directx context. basically, i have a game
screen, but i want to be able to draw a working IE browser inside.
what's my best course to accomplish this?
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1 Comment |
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Author: Ricardo FurtadoRicardo Furtado
Date: Sep 19, 2008 01:46
i have to capture the video from an ecography system into my application.
I've been searching in DirectX SDK and google and they only referenced that
DirectX uses video from files. Can i capture video with DirectX? How?
My thanks in advanced
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5 Comments |
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Author: gdgd
Date: Sep 17, 2008 06:30
i'm new in developing dx10.
in tutorial7 are about using texture to draw on the cube.
i tried to make my own code like the tutorial does. i create 2 cubes that
the first cube using texture, the second is not.
but the texture shown on the second one. whats the problem perhaps?
sorry my bad in english but thanks in advance :) .
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5 Comments |
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Author: MenbraneMenbrane
Date: Sep 11, 2008 22:52
I have a setup with a dual head video card (Intel GMA 950)
I need to synchronize both screens to render a different image at the same
time at exactly 60Hz without video tearing.
I am creating a device like this:
for (unsigned int i=0; i<2; ++i)
present_parameters[i].PresentationInterval=D3DPRESENT_INTERVAL_ONE;
CreateDevice(adapter_id, D3DDEVTYPE_HAL, window_id,
D3DCREATE_ADAPTERGROUP_DEVICE | D3DCREATE_MULTITHREADED |
D3DCREATE_NOWINDOWCHANGE |
D3DCREATE_SOFTWARE_VERTEXPROCESSING, present_parameters, &device );
Then I have a simple loop to check that the displays are not tearing:
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4 Comments |
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Author: Anton RothAnton Roth
Date: Sep 11, 2008 10:43
Hi, not sure whether i am right here in graphics or whether its an input
thing, but i'd rather stick to graphics as its a visual thing.
What i did is a display that shows which pharmacy is due for special
services in the night, but it displays the mouse cursor all the time. How
the heck do i get rid of it?
I have a full screen DirectX Program running, and i need to get that mouse
out of the display without having to watch for manually moving it every
time.
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no comments
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Author: StegSteg
Date: Sep 8, 2008 14:15
Hi, my DX10 program works fine when, on initialisation, I create a font as
follows:
D3DX10CreateFont(m_pDevice,
SmallFont, 0,
FW_BOLD,
1,
FALSE,
DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
L"Arial",
&m_pFont);
assert(m_pFont);
CurrentFont=1;
D3DX10CreateSprite(m_pDevice, m_uiMAX_CHARS_PER_FRAME, &m_pFontSprite);
However, if I try to change the size of the font using:
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8 Comments |
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