A step by step tutorial teaching you how to create your own chat client and chat server easily in C#, for local networks or the Internet.
A C# tutorial showing you how to make use of WMI to extract information on disk drives, such as model, capacity, sectors and serial number.
This tutorial will teach you how to calculate the shipping cost based on the weight, height, length and depth of the box, the distance and the UPS service type.
Creating a Rich Text Editor using JavaScript is easier to do than you might think, thanks to the support of modern browsers; this tutorial will walk you through it.
If there isn't any world transformation for a certain skinned object, isn't it true to be impossible to set its position in world space, is it? I just have downloaded some code sample, I couldn't find...
| On Tuesday, October 6th 2009 at 02:00 AM by Jack | No Replies |
Dear all, not sure if this is the right newsgroup, but let's try. In our application we use DirectX 9 for blitting surface to the VMR (thru SetAlphaBitmap). The surfaces act as layers which are...
| On Tuesday, September 15th 2009 at 06:10 PM by gast128@hotmail.com | No Replies |
I have created a D3D device with colorkey as 0. I also created an image (bitmap) with black background and loaded it in offscreen surface I tried using StretchRect to copy offscreen surface onto...
| On Saturday, May 23rd 2009 at 09:01 PM by DX_Noob | No Replies |
Hi, I am freelance developer for a company. I use Blender while the company has 3ds max. I'd like to suggest the artist about which file format he should export to let me import the same mesh into...
| On Sunday, May 10th 2009 at 09:00 AM by Jack | No Replies |
Couple of questions about effect variables: 1) If I write a default value in an HLSL effect, when is that variable set to that value? When the effect is created? Everytime a pass from a technique...
| On Thursday, May 7th 2009 at 07:11 AM by Christopher | No Replies |
Would D3DXLoadHierarchyFromX (and the clones) loads any mesh with custom templates and structures that resembles standard structures like ID3DXMesh Let me break it down, I want to use D3DXLoadHierarchyFromX...
| On Wednesday, April 29th 2009 at 04:05 AM by Jack | 1 Reply |
Now, I am working on sharing resource from Direct3D9 to Direct3D10, but it seems OpenSharedResource does not work at all(even under reference device modes both for D3D9 and D3D10). However, acoording...
| On Monday, April 27th 2009 at 07:01 PM by Anonymous | No Replies |
With Vista using Aero desktop the content of every top level window is obviously internally represented as a Direct3D surface. I would like to write an application that can use these surfaces as...
| On Monday, April 27th 2009 at 08:57 AM by Ole | No Replies |
Hi, I've got a problem using the zbuffer. I've instructed the device to create the depth buffer automatically as D3DFMT_16. I can get the surface of the depth buffer using GetDepthStencilBuffer so...
| On Monday, April 20th 2009 at 04:28 AM by Anonymous | No Replies |
Hi, I'm working on an application with DirectDraw7. I need create an overlay surface and blit image to it from the primary surface. It works fine on some PC with ATI graphic card, I notice that...
| On Wednesday, April 15th 2009 at 09:13 PM by sodar | 1 Reply |
Dear all, Is the .fx format no longer supported in DX11? I see that the shader compiler (fxc) in November SDK only supports ps_5_0/vs_5_0 but not fx_5_0, and I am unable to compile a FX file updated...
| On Friday, March 6th 2009 at 09:03 PM by C. Adrian Silasi | No Replies |
Hello In applications like WMP or other players, the video output is renderer to so called "overlay" layer (correct me if I'm wrong). GDI seems to don't have access to that layer (I can't GetDesktopWindow...
| On Friday, March 6th 2009 at 05:13 AM by dominolog | No Replies |
Hi, Since Vista buffers GDI into system memory and then draws to screen using Direct3D (WDDM) does it still make any sense for GDI apps to do double-buffering? I'm referring to cases when a given...
| On Tuesday, March 3rd 2009 at 01:55 PM by Bogdan | No Replies |
I've been using Direct 3D for some time without a very deep understanding of it. I've been using it in the implementation of a Glide wrapper, and one particular confusion is how best to update a texture...
| On Tuesday, February 24th 2009 at 04:03 AM by Paul | 2 Replies |
Hi All, I got a complicated issue when try to combining flash and directx9. Basically, our project uses Ogre3D to render 3D scene and uses Flash to draw UI. We have two situations: 1. We need render...
| On Tuesday, February 10th 2009 at 09:28 AM by JohnYossarian | No Replies |
Okay, in my previous thread I was filling an opacity map, accumulating alpha values to do blending between two images. Now I need an efficient way to determine how much of the opacity map has become...
| On Monday, February 2nd 2009 at 05:49 PM by Murrgon | No Replies |
I've spent some time lately researching the various approaches to displaying an overlay on top of a fullscreen application such as a DirectX or an OpenGL game. Some applications simply inject into...
| On Tuesday, January 20th 2009 at 03:45 PM by Anonymous | No Replies |
I'm trying to make a window with 3D rendered content partially transparent. I've been able to do this with a Direct3D 9 application by using DwmEnableBlurBehindWindow and rendering to a back buffer...
| On Wednesday, December 17th 2008 at 09:36 PM by Chris244@aol.com | No Replies |
I am trying to make a program that lets the user pick the graphics api. They can choose either Direct 3D or OpenGL. OpenGL is working exactly how i wanted it to but Direct 3D when i resize the window...
| On Monday, October 27th 2008 at 09:11 PM by Anonymous | No Replies |
Hi all, I am currently facing big problems combining VMR and PRESENT in DX9. Context: 1. A VMR9 Allocator-Presenter implementation rendering Video to a TextureSurface using Hardware decoding in...
| On Monday, October 27th 2008 at 01:08 PM by frederik.anrys@gmail.com | No Replies |
Is it safe to read from VB/IB which has been created with such parameters? In DX documentation one can find that "Attempts to read from a vertex buffer that is created with this capability will fail...
| On Friday, October 10th 2008 at 08:05 AM by Anonymous | No Replies |
I am converting my engine from the old FFP way of rendering objects to full shader usage. I want to be able to do everything in shaders. What functionality in the fixed function pipeline am I stuck...
| On Thursday, October 9th 2008 at 09:54 AM by CodeBot | 1 Reply |
Hello All, In my application i have a primary surface and a backbuffer, used in windowed mode with dimensions mxn (clipper attached to the surface). Back buffer is created as offscreen plain in system...
| On Thursday, October 9th 2008 at 02:55 AM by Arun | No Replies |
Anyone to help me using Video Control ActiveX to render a stream from a DVB-T dongle? I want to choose the decoder filters to use. I was able to install the ActiveX component in C++ Builder, the language...
| On Tuesday, October 7th 2008 at 10:08 PM by Anonymous | No Replies |
Hi, I am in a big trouble with text rotation. We draw horizontal texts on dialogs, views so far, but need to rotate them. We had used CDC::DrawText(..., DT_WORDBREAK) to be able break words. I can...
| On Monday, September 29th 2008 at 03:50 AM by Anonymous | No Replies |
Hi. My game needs to implement multi-buffering rendering with multithreading. Now I am using the original DX10 tutorials source code. I think that what I should do is creating some buffers during...
| On Sunday, September 28th 2008 at 03:11 PM by Javier | No Replies |
Hi, I got a simple GeForce 8400 and I have made a test scene composed of 3 spheres of 32000 vertices. Each has single texture mapping. Under my own engine, I got more than 100 fps. Under DX Viewer...
| On Friday, September 5th 2008 at 10:13 AM by Igor | No Replies |
I'm developing a video playback app using using a custom allocator-presenter for VMR9, developed from one of the Dx9 SDK samples. On the release system, this will be a full-screen, single-monitor...
| On Tuesday, September 2nd 2008 at 01:39 PM by Anonymous | No Replies |
I am trying to get a screenshot of a window with usage glReadPixels API's exposed from OPenGLafter getting the current context. But if I move another application window above my application window...
| On Tuesday, September 2nd 2008 at 01:23 PM by Anonymous | No Replies |
Hi, I don't manage to debug my HLSL code. First of all, the documentation talks about a new item in the Debug menu named "Direct3D". I don't have it. I've installed DirectX SDK June 2008. The...
| On Friday, August 29th 2008 at 05:35 AM by Igor | No Replies |
Hi there! I wonder whether we could built a sourcefilter like component base on DMO, any suggestion will be appreciated! Alex
| On Monday, August 25th 2008 at 03:20 AM by Anonymous | 1 Reply |
Hi, At first blush, this question is quite irrelevant to directx, I'd like to know how do you test a normal that is facing up? or nearly up? Thanks Jack
| On Sunday, August 24th 2008 at 04:03 AM by Jack | 3 Replies |
Hi, Newbie to the world of 3D programming, but I've had a good dig around and can't find any documentation that answers my question, so.... I am drawing a polygon formed of n triangles. It needs...
| On Friday, August 22nd 2008 at 06:44 AM by benwhi@googlemail.com | 1 Reply |
Hi, In D3D9 there is an Effect class that manages Techniques and Passes. Many HLSL implementation I've seen use this. However, basic sample of HLSL doesn't use these methods at all. My question...
| On Thursday, August 21st 2008 at 07:16 AM by Igor | 3 Replies |
Our minimum target system is unpatched W2K embedded, so I've been using DX7 for our application. (I keep telling my bosses I'm a programmer, not an archeologist, but they never listen). Recently...
| On Wednesday, August 20th 2008 at 06:32 PM by Sam Brown | 2 Replies |
Hi all, I am still quite new to DirectX and have now half successfully managed to play an avi video in my DirectX window like it is done in the DMOTexture3D sample. I can see my video playing ok...
| On Monday, August 18th 2008 at 03:18 PM by Mekko | No Replies |
Dear ladies and gentlemen, I have been studying game programming with Visual Studio .NET 2003 and DirectX SDK (April 2007), recently. I need to get detailed explanation about the function named...
| On Monday, August 11th 2008 at 09:58 PM by Ma Xiaoming | 2 Replies |
Hello. I have several fxo files. How can I convert it to FX files with normal reading text?
| On Tuesday, August 5th 2008 at 01:32 AM by mildlimit | No Replies |
hi, everyone: so i make a simple samle, use the the same process like my real code. and the result is the same with my real application ////////////////////////////////////////////////////...
| On Sunday, August 3rd 2008 at 11:35 PM by Anonymous | No Replies |
Hi, i got a question regarding DirectX9, after crunching through a few google pages that came up i am still no bit closer to a solution, i have a 800x600 Bitmap, read it with if( FAILED( D3DXCreateTextureFromFile...
| On Friday, August 1st 2008 at 09:07 AM by Anton Roth | No Replies |
I'm having a problem with texture wrapping, using DirectX 9.0c on some hardware. On the problem machines, I have verified (via GetCaps) that texture wrapping is supported and the maximum texture...
| On Wednesday, July 30th 2008 at 07:37 PM by Jim | 1 Reply |
I have a Windows application that is using DirectX to stretch bitmaps to a Windows panel. This is currently done by: 1) associating a device with the panel 2) creating an off screen surface the same...
| On Wednesday, July 30th 2008 at 07:25 PM by Joel Lyons | No Replies |
Hi all, I am fairly new to directx and now stuck with transparency and alpha blending. I am trying to achieve the following and am just not sure if and how this can be done: I have a billboard...
| On Wednesday, July 30th 2008 at 02:47 PM by Mekko | 1 Reply |
I was using setvertexshaderconstantf to set some matricies in a shader, and I switched to using setmatrix instead. Now my shader does not work. I was transposing the matricies when using setvertexshaderconstantf...
| On Tuesday, July 29th 2008 at 07:48 PM by Noley | 1 Reply |
Now, I want to print a transparent BMP image(background is set to White 0xff0xff0xff). I have two BMP image: bmpFirst: pixel dimension(72*72), LOMETRIC(0.1mm) dimension(191,191), resolution(...
| On Monday, July 28th 2008 at 03:45 AM by kevin | 1 Reply |
I am rendering shadows using depth stencil buffers and a shadow map. I am using a floating point texture for the shadow map. The shadow map size is 1024. On older video cards, or cards that have only...
| On Friday, July 25th 2008 at 12:41 PM by Noley | No Replies |
To speed up bitmap font rendering, I want to apply the font texture to an unused texture unit (eg. unit 2). Because this texture unit is only ever used by my font, it'll cut down on texture switches...
| On Wednesday, July 23rd 2008 at 03:44 AM by fig2k4@googlemail.com | 1 Reply |
Hi, Hope this is the correct newsgroup, if not, please point me in the right direction. The application I am writing seems to be impossible with GDI (plus), that is, GDI is not fast enough to...
| On Tuesday, July 22nd 2008 at 06:27 PM by xoppabv@gmail.com | No Replies |
Hi!!! I'm developing a drawing application, like Paint. I wanted to use DirectDraw capabilities for doing zoom by stretching and that's what I do. The problem is that when drawing the image 3...
| On Sunday, July 20th 2008 at 02:44 PM by Carlos Mu?oz | No Replies |
I set the D3DSWAPEFFECT_COPY_VSYNC to D3DPRESENT_PARAMETERS, it has effect at the fullscreen mode but not window mode, in the window mode, when the screen scrolling, the texture was been splited!...
| On Friday, July 18th 2008 at 09:44 PM by gowinder | No Replies |