slimdx

Trying to render a texture on Windows.Forms.Panels

牧云@^-^@ 提交于 2020-01-05 13:06:14
问题 Using a SlimDX.Windows.RenderForm, I want to dynamically create a texture of a map of the US, copy that texture to 2 other textures, then draw unique radar data onto each texture. Then I will pass those 2 textures to each be drawn over its own Windows.Forms.Panel. This way, the user will be able to, for example, view base reflectivity and base velocity side by side in the 2 panels. Right now, I've successfully generated my map of the US onto a texture. But when I try to render it to the

Multisampling doesn't work in exclusive mode

自闭症网瘾萝莉.ら 提交于 2020-01-03 13:58:32
问题 I would like to enable multisampling when drawing triangles like on the following picture: I found a way to do with SlimDX in another question but it doesn't work in exclusive mode. Here is my code: void Form1_Load(object sender, EventArgs e) { Direct3D d3d = new Direct3D(); PresentParameters presentParams; presentParams.Windowed = false; presentParams.BackBufferFormat = Format.X8R8G8B8; presentParams.BackBufferWidth = 800; presentParams.BackBufferHeight = 600; presentParams

Multisampling doesn't work in exclusive mode

那年仲夏 提交于 2020-01-03 13:55:41
问题 I would like to enable multisampling when drawing triangles like on the following picture: I found a way to do with SlimDX in another question but it doesn't work in exclusive mode. Here is my code: void Form1_Load(object sender, EventArgs e) { Direct3D d3d = new Direct3D(); PresentParameters presentParams; presentParams.Windowed = false; presentParams.BackBufferFormat = Format.X8R8G8B8; presentParams.BackBufferWidth = 800; presentParams.BackBufferHeight = 600; presentParams

C# Capturing A Fullscreen Game With SlimDX

让人想犯罪 __ 提交于 2020-01-01 17:10:55
问题 I have recently made an application that takes screenshots of games. First I used GDI to capture the game but for that I had to disable aero at win7/vis and I had some issues on windows XP. Than I decided going with DirectX and after realizing that microsoft's DX isn't going to work for me, I found this great example of a SlimDX screen capture (http://spazzarama.wordpress.com/2009/02/07/screencapture-with-direct3d/) SlimDX worked GREAT! and it even allowed me to capture a game without having

Playing sinus through XAudio2

痴心易碎 提交于 2019-12-23 09:32:15
问题 I'm making an audio player using XAudio2. We are streaming data in packets of 640 bytes, at a sample rate of 8000Hz and sample depth of 16 bytes. We are using SlimDX to access XAudio2. But when playing sound, we are noticing that the sound quality is bad. This, for example, is a 3KHz sine curve, captured with Audacity. I have condensed the audio player to the bare basics, but the audio quality is still bad. Is this a bug in XAudio2, SlimDX, or my code, or is this simply an artifact that

SlimDX viewports in WPF controls

非 Y 不嫁゛ 提交于 2019-12-23 08:16:46
问题 I am transitioning from WinForms/XNA to WPF/SlimDX because: a) all of the benefits of WPF over WinForms (but learning curve = ouch!) b) I would like to have multiple SlimDX viewports attached to Panels. XNA has 1 "game" screen. c, last and least) DirectX 10 support All of my previous XNA code is in C#. I am having trouble figuring out how to port this over to SlimDX and WPF on a high level. I have searched like crazy. The closest I have found are: 1) http://www.gamedev.net/community/forums

Toggle an input

随声附和 提交于 2019-12-20 07:25:41
问题 I am using SlimDX to use my Xbox 360 controller and I would like a way of when pressing a button on the controller the state changes to on and stays on but when I press it again it becomes off. Sort of like a toggle. But I have been unable to do one so far(Just a beginner really). Thanks for any help. Thomas. 回答1: You may use a bool to determine if the button is toggled on or off. You will also need to know the gamepad's previous state, so the bool won't toggle all the time, just because you

D3DERR_INVALIDCALL: Invalid call (-2005530516)

倖福魔咒の 提交于 2019-12-20 05:21:48
问题 I seem to be getting an error when testing on my WinXP(SP3) PC. The error is below but I don't get it when using my Win7 laptop. D3DERR_INVALIDCALL: Invalid call (-2005530516) at SlimDX.Result.Throw[T](Object dataKey, Object dataValue) at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue) at SlimDX.Direct3D9.Device..ctor(Direct3D direct3D, Int32 adapter, DeviceType deviceType, IntPtr controlHandle, CreateFlags createFlags, PresentParameters[] presentParameters

SlimDX/DirectX9/C# - How to access pixel-data in a Texture

一笑奈何 提交于 2019-12-19 03:13:36
问题 This is my first question ever on StackOverflow, hurray! I can honestly say I use StackOverflow on daily basis for both my work and personal programming mysteries. 99,9% of the time I actually find the answer I need on here too, which is great! My current problem actually stumped me a little as I can't seem to find anything which actually works. I've already read several posts on GameDev.net and found other resources around the net but can't sort it out. I am in the process of porting a small

NV_STEREO_IMAGE_SIGNATURE and DirectX 10/11 (nVidia 3D Vision)

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-18 05:11:13
问题 I'm trying to use SlimDX and DirectX10 or 11 to control the stereoization process on the nVidia 3D Vision Kit. Thanks to this question I've been able to make it work in DirectX 9. However, due to some missing methods I've been unable to make it work under DirectX 10 or 11. The algorithm goes like this: Render left eye image Render right eye image Create a texture able to contain them both PLUS an extra row (so the texture size would be 2 * width, height + 1) Write this NV_STEREO_IMAGE