direct3d

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

Prevent desktop sharing of a particular c# winforms or detect desktop sharing

荒凉一梦 提交于 2019-12-18 15:07:24
问题 While developing an examination software I have a requirement to prevent desktop sharing through applications like TeamViewer, AnyDesk, Ammyy Admin etc or at least detection of it. Our examination software is developed in C#, it's a winform renders question one by one. I don't think detection is that easy as their are so many ways to capture the screen Desktop Duplication API, BitBlt, Direct3D, DirectX, DirectShow and so many. So I started exploring for preventing my c# winform getting

How do I draw transparent DirectX content in a transparent window?

风流意气都作罢 提交于 2019-12-18 01:15:19
问题 I want to draw DirectX content so that it appears to be floating over top of the desktop and any other applications that are running. I also need to be able to make the directx content semi-transparent, so other things show through. Is there a way of doing this? I am using Managed DX with C#. 回答1: I found a solution which works on Vista, starting from the link provided by OregonGhost. This is the basic process, in C# syntax. This code is in a class inheriting from Form. It doesn't seem to

Should I use DirectInput or Windows message loop?

大城市里の小女人 提交于 2019-12-17 18:33:09
问题 I'm working on a C++ DirectX 2D game and I need keyboard and mouse input. Wikipedia says: Microsoft recommends that new applications make use of the Windows message loop for keyboard and mouse input instead of DirectInput So how should I use it? I have a GameScreen class whice take care of the drawing and the updating(game logic), I call the Draw and the Update methods inside a windows message loop. Thanks 回答1: Since you pretty much have to run a message pump in order to have a window, you

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

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-17 16:52:40
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 3 years ago . 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

Do conditional statements slow down shaders?

烈酒焚心 提交于 2019-12-17 04:42:18
问题 I want to know if "if-statements" inside shaders (vertex / fragment / pixel...) are really 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

Is there COM exposure for Direct3D 10

夙愿已清 提交于 2019-12-14 03:58:25
问题 Gentlemen and esteemed ladies. I posted this question in the COM forum at Code Project and got a snotty reply so hopefully you will be more helpful. I see that Microsoft has a COM library for Direct3D 9 exposed with GUID 81BDCBCA-64D4-426d-AE8D-AD0147F4275C. Has Microsoft exposed Direct3D 10 on COM and if so, what is the interface GUID? Thanks in advance. 回答1: From the documentation on MSDN, it looks like they've moved from having an IDirect3D9 object with member functions such as IDirect3D9:

Fastest way to draw an overlay on an image in windows forms

荒凉一梦 提交于 2019-12-14 03:58:06
问题 What is the fastest way to draw an on an image in .net? I'm trying to draw an image on top of another image that have in a windows form control. I know that when I try to draw it directly using loops it takes an Eon. Options I have heard tossed around are GDI+, Direct Draw, or DX10. I start with a bitmap of a fixed size and after applying 3+ overlays, layers, to it before it is assigned to a form object. Thanks, 回答1: If your overlays are images (perhaps PNG images with transparency), then the

3D modeling problem - revisited

 ̄綄美尐妖づ 提交于 2019-12-14 02:24:56
问题 This is a follow-up to a previous question I posted, this time with a better description, I hope. I have made a pair of glasses that have a pinhole camera attached onto them that records the person's eye movements. The camera sits below the eye and is hence looking UP at the eye. There is also a slight rotation around the Y-axis (i.e. the camera has a slight left- or right-wards slant) and the Z-axis (i.e the camera is slightly twisted clock-wise or anti-clockwise). From the video, I extract

Problems when drawing text using the SpriteFont class

落爺英雄遲暮 提交于 2019-12-13 19:01:25
问题 I'm using the SpriteFont/SpriteBatch classes to render text onto my game because quite frankly, i am tired of using Direct2D and DirectWrite... But everytime I draw text using SpriteFont, I get the text written on the screen, but it is written on a black background... The black background blocks the entire scene of my game.. is there any way to remove the black background and only keep the text? Down below is my implementation of SpriteFont.. void RenderText(int FPS) { std::unique_ptr<DirectX