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QUICK QUESTION: Direct X

and/or Pentium III SIMD instructions? The most common usage that people use the 3 stages for is emboss bumpmapping, and you can still do this with D3D9. You may have to register before you can post: click the register link above to proceed. A vertex shader cannot create or destroy vertices; it operates on a single vertex at a time, taking one unprocessed vertex as input and outputting a single processed vertex. check my blog

Use DS3D_DEFERRED for 3D objects. Read the rules and the FAQs. Hooking EndScene is not detected, however hooking it with detours is 100% detected. __________________ Steam 4773n0x is offline 4773n0x View Public Profile Find More Posts by 4773n0x 29th November 2016, 11:09 Lots.

What's the best way to stream a buffer? The Direct3D geometry pipeline has several different code paths, depending on the processor type, and it will utilize the special floating-point operations provided by the 3DNow! Code: uintptr_t hDx, addr, *vTable; BYTE DxPattern[14] = { 0xAB,0x6A,0x6C,0x6C,0x6C,0x6C,0xE5,0xEA,0x6C,0x6C,0x6C,0x6C,0xE5,0xEA }; char* DxMask = "xx????xx????xx"; do { hDx = (uintptr_t)GetModuleHandle("d3d9.dll"); Sleep(11); } while (!hDx); addr = FindPatternEx(hDx, 0x128000, DxPattern, DxMask); if

We communicate to this to Direct3D and the driver by locking the same VB with the D3DLOCK_DISCARD flag. Goto 4 (or 6). Reading this may help too: https://github.com/Thordin/vtable-hook Lystic is offline Lystic View Public Profile Find More Posts by Lystic 30th November 2016, 10:03 PM #15 d4rkW Supreme G0d Join Date: May How do I determine if the hardware supports my custom vertex shader?

Where the data naturally falls into strips and fans, these are the most appropriate choice, since they minimize the data sent to the driver. How do I enumerate the display devices in a multi-monitor system? The Direct3D software vertex-processing engine fully supports custom vertex shaders with a surprisingly high level of performance. So you can set parameters at any time and they'll work as expected.

Copy hr = pReal->SetPrivateData(IID_Spoof, &pSpoof, sizeof(IDirect3DResource9*), 0))); To look up the wrapped pointer: Copy IDirect3DResource9* pSpoof; DWORD dwSize = sizeof(pSpoof); hr = pReal->GetPrivateData(IID_Spoof, (void*) &pSpoof, &dwSize); Why does rendering of an However, the COM specification states that you should not rely on this and the value is generally only available for debugging purposes. PRT is a new feature of D3DX added in the Summer 2003 SDK Update. AnandTech Forums: Technology, Hardware, Software, and Deals Home Forums > Software > Software for Windows > THE COOKIE NETWORK CG CookieCGC Education Hub Site Blender ArtistsThe Blender Community Blender MarketTools &

Currently I am doing the following. Yes. Many meshes encountered in real data feature vertices that are shared by multiple polygons. currently on win xp i have directx 9.0 installed.

When I submit an indexed list of primitives, does Direct3D process all of the vertices in the buffer, or just the ones I indexed? http://olivettipc.com/quick-question/quick-question-about-ram.html Should game developers still be publishing games for Windows 95, Windows 98 or Windows ME? You can always get the HDC from the desktop window; it ought to work even in fullscreen mode. Easier configuration for networking - which allows easier access to multi-player games.

The D3DX image file loader functions support BMP, TGA, JPG, DIB, PPM and DDS files. This structure contains pointers to vertex and pixel shaders. If you install the DirectX SDK and you are using Visual C++, the installer can optionally set up the include paths for you. news Here is the code as it stands:HBITMAP MyClass::ScreenGrab(){ //RenderTargetSurface.

In summary, if your data naturally falls into large strips or fans, use strips or fans; otherwise use indexed lists. Any device claiming to support a particular level of vertex shader must support all legal vertex shaders that meet the specification for that level or below. How do I get a one-to-one mapping?

The new compiler has no support for ps_1_x targets, and is now the default compiler for all Direct3D HLSL shaders.

How is this encoded? Family Safety and game ratings are available on all editions, but they are disabled on Windows 7 Professional, Enterprise, and Ultimate when the operating system joins a domain. This is explained fully in the Direct3D 9 documentation. Back to top #16 Endurion Members 5248 Like 0Likes Like Posted 02 December 2005 - 01:37 AM I just read in the MSDN docs, and it says that:The DDB

Privacy Policy | Legal | Steam Subscriber Agreement | Refunds STORE Featured Explore Curators Wishlist News Stats COMMUNITY Home Discussions Workshop Greenlight Market Broadcasts ABOUT SUPPORT Install Steam login | language I am playing the same sounds over and over very often and very quickly and sometimes they don't play properly, or the Play() call takes a long time. This tells Direct3D and the driver that you will be adding vertices and won't be modifying the ones that you previously batched. http://olivettipc.com/quick-question/quick-question-please.html Visual C++ includes a standard Microsoft COM smart pointer, defined in the "comdef.h" header file (look up com_ptr_t in the help).

Back to top #4 Endurion Members 5248 Like 0Likes Like Posted 30 November 2005 - 11:00 PM Yes and no.D3DXSaveSurfaceToFileInMemory creates a .bmp-File in memory in your case. You may want to post your question to microsoft.public.windowsxp.general newsgroup. i went to the directx homepage here on the microsoft site 2 download version 9.0b as u know it downloads a 200 k file which is the installer that downloads the