direct3d10

Multisampling and Direct3D10 / D3DImage interop

依然范特西╮ 提交于 2019-12-11 13:24:28
问题 I'm trying to implement a renderengine using Direct3D 10 (SlimDX) and WPF. I create my device and rendertargetview with the right MultiSample parameters ( 1,0 / 2,0 and 4,0 are working) this.multiSamplingDescription = new SampleDescription(sampleCount, qualityLevel - 1); // 4,1 Texture2DDescription colordesc = new Texture2DDescription(); colordesc.BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource; colordesc.Format = this.renderTargetViewFormat; // Format.B8G8R8A8_UNorm colordesc

OpenGL/D3D: How do I get a screen grab of a game running full screen in Windows?

不打扰是莪最后的温柔 提交于 2019-11-27 20:47:29
Suppose I have an OpenGL game running full screen (Left 4 Dead 2). I'd like to programmatically get a screen grab of it and then write it to a video file. I've tried GDI, D3D, and OpenGL methods (eg glReadPixels) and either receive a blank screen or flickering in the capture stream. Any ideas? For what it's worth, a canonical example of something similar to what I'm trying to achieve is Fraps. There are a few approaches to this problem. Most of them are icky, and it totally depends on what kind of graphics API you want to target, and which functions the target application uses. Most DirectX,

OpenGL/D3D: How do I get a screen grab of a game running full screen in Windows?

China☆狼群 提交于 2019-11-26 20:30:18
问题 Suppose I have an OpenGL game running full screen (Left 4 Dead 2). I'd like to programmatically get a screen grab of it and then write it to a video file. I've tried GDI, D3D, and OpenGL methods (eg glReadPixels) and either receive a blank screen or flickering in the capture stream. Any ideas? For what it's worth, a canonical example of something similar to what I'm trying to achieve is Fraps. 回答1: There are a few approaches to this problem. Most of them are icky, and it totally depends on