direct3d

Windows Phone: Log to console

二次信任 提交于 2019-11-29 09:57:53
Disclaimer: I'm quite new to the MSFT tech world and only started Windows Phone development a month or so ago. I am unable to figure out how to log information to the Visual Studio Output window from within a C# and C++ (Direct3D) Windows Phone 8 App. Is this possible? I am building in debug mode, targeting Windows Phone 8, running in the XDE emulator and my development machine is a Windows 8 box with VS2012 Ultimate installed. My App runs fine, my Direct3D scene renders normally, but I can't log anything! This makes tracing code execution difficult and forces me to use breakpoints (which can

Windows StretchBlt API performance

拜拜、爱过 提交于 2019-11-29 08:05:05
I timed a DDB drawing operation which uses multiple StretchBlt and StretchDIBits calls. And I found that, time to complete is increase/decrease proportionally to the destination window size. With 900x600 window it takes around 5ms, but with 1920x1080 it takes as large as 55ms (source image is 1280x640). It seems Stretch.. APIs don't use any hardware acceleration features. Source image (actually this is temporary drawing canvas) is created with CreateDIBSection because I need resulting (stretched and merged) bitmap's pixel data for every frame drawn . Let's assume, Windows GDI is hopeless. Then

在Linux上高效运行Windows应用程序:用Wine 3.0试试!

∥☆過路亽.° 提交于 2019-11-29 00:05:23
就在最近,VirtualBox中对Linux发行版的支持随着Linux内核4.16的发布而变得更好。 但是,如果你希望在Linux系统上运行Windows应用程序呢?为此,Wine历时一年,终于发布新版本! 最近的Wine 3.0经过了许多等待和一年的开发努力,新软件包包含了很多小的变化,准确的说是6000个,还有很多有趣的功能,比如Android驱动能够让用户运行Windows应用以及Android设备上的游戏。 Wine 3.0有什么新功能? Wine 3.0的一大亮点是已经包含在本版本中的大量 Direct3D 10和11 的变化。Direct3D的这些新功能包括计算机着色器,流输出,结构化缓冲区,格式兼容性查询,Hull和域着色器,深度偏差等。 Direct3D的多线程命令流功能将Direct3D渲染命令序列化为单个线程,这是正确的,并将导致性能改善。 Direct3D图形数据库现在可以识别更多的图形。Direct3D中对OpenGL核心上下文的支持也得到了改进。 对于Android开发人员和用户,也有一些可喜的变化。Wine现在可以被构建为APK,并且可以将其用作适当的Android应用程序,完整的图形和音频驱动程序也将被实现。 Wine 3.0中的默认Windows版本设置为Windows 7,对用户界面进行了改进以获得更好的用户体验

How well does WPF blend with XNA in real life?

对着背影说爱祢 提交于 2019-11-28 04:46:02
I understand that there are several ways to blend XNA and WPF within the same application. I find it enticing to use WPF for all GUI and HUD stuff in my XNA games. Does anyone have any practical experience on how well this approach works in real life using .NET 3.5 SP1 ? Any pitfalls (such as the "airspace problem" )? Any hint on what appoach works best? Kris Erickson There is an addition in 3.5 SP1 that allows better interaction between DirectX and WPF (D3DImage), and one way to get to that is through XNA. Here are some details: http://jmorrill.hjtcentral.com/Default.aspx?tabid=428&EntryID

Windows StretchBlt API performance

五迷三道 提交于 2019-11-28 01:46:51
问题 I timed a DDB drawing operation which uses multiple StretchBlt and StretchDIBits calls. And I found that, time to complete is increase/decrease proportionally to the destination window size. With 900x600 window it takes around 5ms, but with 1920x1080 it takes as large as 55ms (source image is 1280x640). It seems Stretch.. APIs don't use any hardware acceleration features. Source image (actually this is temporary drawing canvas) is created with CreateDIBSection because I need resulting

DirectX/C++ 3D Engine programming: Learn now, or wait for DirectX 12? [closed]

六月ゝ 毕业季﹏ 提交于 2019-11-28 01:32:29
I'm a relatively ok-ish programmer, but my main focus has been in application development with C# so far. I have almost zero experience with game development and 3d engines - I've begun reading up on how 3d Engines work in general, e.g. there was a wonderful guide explaining how to develop a very simple software-based 3D engine in C#. Very helpful, but that pretty much summarizes my whole experience with the topic. Also, I haven't really been working with C++ much so far (even though I'm aware of the basic conceptual differences to C#, and would consider getting up to at least "sufficient"

Polygon Triangulation with Holes

一笑奈何 提交于 2019-11-27 06:08:54
I am looking for an algorithm or library (better) to break down a polygon into triangles. I will be using these triangles in a Direct3D application. What are the best available options? Here is what I have found so far: Ben Discoe's notes FIST: Fast Industrial-Strength Triangulation of Polygons I know that CGAL provides triangulation but am not sure if it supports holes. I would really appreciate some opinions from people with prior experience in this area. Edit: This is a 2D polygon. Jonathan Shewchuk's Triangle library is phenomenal; I've used it for automating triangulation in the past. You

Does If-statements slow down my shader?

妖精的绣舞 提交于 2019-11-27 06:08:43
I want to know if "If-statements" inside shaders (vertex / fragment / pixel...) are realy slowing down the shader performance. For example: Is it better to use this: vec3 output; output = input*enable + input2*(1-enable); instead of using this: vec3 output; if(enable == 1) { output = input; } else { output = input2; } in another forum there was a talk about that (2013): http://answers.unity3d.com/questions/442688/shader-if-else-performance.html Here the guys are saying, that the If-statements are realy bad for the performance of the shader. Also here they are talking about how much is inside

How well does WPF blend with XNA in real life?

自作多情 提交于 2019-11-27 05:26:13
问题 I understand that there are several ways to blend XNA and WPF within the same application. I find it enticing to use WPF for all GUI and HUD stuff in my XNA games. Does anyone have any practical experience on how well this approach works in real life using .NET 3.5 SP1 ? Any pitfalls (such as the "airspace problem")? Any hint on what appoach works best? 回答1: There is an addition in 3.5 SP1 that allows better interaction between DirectX and WPF (D3DImage), and one way to get to that is through

01,Windows Phone 8 介绍

拥有回忆 提交于 2019-11-27 03:44:40
内容预告: WP8中新的开发平台 应用开发模型 WinRT的WP8版本 支持的开发模式 WP8开发入门 新功能预览 用Windows Phone的开发工具 与WP7.X的兼容性 新的WP8硬件 :Nokia Lumia 920, 820, HTC 8X, Huiwei W1, Sumsung ATIV S。 新的硬件配置 :多核,新的图形处理器,更大的内存,多分辨率,存储卡,加密存储,NFC。 共享Windows内核 :Windows8将与WindowsPhone8在系统级别共享多个组件。 共享内核意味着 :内核,网络,图形,文件系统,多媒体组件是相同的。硬件制造商可以用同样的驱动工作。WindowsPhone支持多核。稳定、通用的基础架构可以很容易被扩展。 共享内核不意味着 :Windows8与WindowsPhone8用同样的API开发(尽管很多功能是通用的) WP8开发API支持: 用WP7.1、WP8的.NET和WinPRTAPI开发托管的App。用WinPRT和Win32开发本地的App。用WP7.1的XNA开发游戏。用DirectX和Direct3D开发游戏。 基于WindowsPhone的.NET API: 包括所有WP7.1的API,所有的类都来自System和Microsoft.Phone这两个命名空间。新的类是 •Microsoft.Phone.Wallet