directx

DirectX 12 - Descriptor heaps

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-22 18:22:07
问题 I've just been starting to learn the new DirectX 12 API. I want to write sone kind of rendering engine on top of dx12 and during initialization I'm supposed to create descriptor heaps. The problem with that is that at this point in time I don't know how many resource views I will create in the future. e.g. if I want to include some kinds of post processing effects which require render to texture approaches I have to create render target views for the textures I'm rendering to. The amount of

Is it possible to capture audio output and apply effects to it?

夙愿已清 提交于 2019-12-22 13:07:23
问题 Using .NET and DirectSound I want to be able to take all output sound that is coming from my audio device and apply effects to it. I've had a quick look at the docs on MSDN and there doesn't seem to be any explanation as to how to do something like this. I've read elsewhere that you'd be better off writing a driver to sit in front of your real audio driver and have that do whatever you want with the sound. Any ideas anyone to push me in the right direction? Edit: After a bit more research it

Is it possible to capture audio output and apply effects to it?

大兔子大兔子 提交于 2019-12-22 13:05:10
问题 Using .NET and DirectSound I want to be able to take all output sound that is coming from my audio device and apply effects to it. I've had a quick look at the docs on MSDN and there doesn't seem to be any explanation as to how to do something like this. I've read elsewhere that you'd be better off writing a driver to sit in front of your real audio driver and have that do whatever you want with the sound. Any ideas anyone to push me in the right direction? Edit: After a bit more research it

Setting larger GOP size in MediaFoundation hardware MFT

天大地大妈咪最大 提交于 2019-12-22 10:09:36
问题 I'm trying to live stream the desktop that's captured through Desktop duplication API. H264 encoding works fine, except the fact that the Desktop duplication API delivers frames only when there is a screen change, but video encoders expect the frames to be delivered at a constant frame rate. So, I'm forced to save the previous sample to feed the encoder at a constant rate when there is no screen change triggered. This works, I could see live output at the other end. One problem though, the

How to determine the system DirectX is 11 or 11.1?

和自甴很熟 提交于 2019-12-22 10:04:06
问题 I am running Windows 7. When I use DxDiag, it shows the version as 11. When I use Visual Studio 2012 which can access Windows API, it can run the code with feature level D3D_FEATURE_LEVEL_11_1 So I agot confused, what is the exact version of my DirectX version? 回答1: There are a number of confounding factors at work here, so let's take them one at a time: DXDIAG is part of the OS along with the DirectX Runtime but is also manually updated for that string, so it is often less than detailed

Is there an efficient\easy way to draw a concave polygon in Direct3d

风流意气都作罢 提交于 2019-12-22 09:45:38
问题 I'm trying to draw a polygon using c# and directx All I get is an ordered list of points from a file and I need to draw the flat polygon in a 3d world. I can load the points and draw a convex shape using a trianglefan and drawuserprimitives. This obviously leads to incorrect results when the polygon is very concave (which it may be). I can't imagine I'm the only person to grapple with this problem (tho I'm a gfx/directx neophyte - my background is in gui\windows application development). Can

directx texture dimensions

余生颓废 提交于 2019-12-22 09:37:41
问题 so I've discovered that my graphics card automatically resizes textures to powers of 2, which isn't usually a problem but I need to render only a portion of my texture and in doing so, must have the dimensions it has been resized to... ex: I load a picture that is 370x300 pixels into my texture and try to draw it with a specific source rectangle RECT test; test.left = 0; test.top = 0; test.right = 370; test.bottom = 300; lpSpriteHandler->Draw( lpTexture, &test, // srcRect NULL, // center NULL

Cross compiling Direct3D on Linux with mingw

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-22 08:55:09
问题 How to configure mingw32 to cross-compile Direct3D Apps for Windows? Is there any possibility? I have actually succeeded compiling code from this tutorial: http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B4.aspx - using Code::Blocks on Kubuntu with i586-mingw32msvc-g++. I needed to add #define UNICODE and remove the #pragma ... parts to do this, and I used header files from /usr/i586-mingw32msvc/include and libs also from mingw package. However I cannot compile code from this

How do I use a Direct3D 11 pointer wrapped in ComPtr to get a 11.1 interface?

大城市里の小女人 提交于 2019-12-22 05:01:16
问题 I'm following tutorials and I've converted the usual initialisation to using ComPtrs up to this line: ID3D11Device* g_pd3dDevice = nullptr; ID3D11Device1* g_pd3dDevice1 = nullptr; // Obtain the Direct3D 11.1 versions if available hr = g_pd3dDevice->QueryInterface( __uuidof( ID3D11Device1 ), reinterpret_cast<void**>( &g_pd3dDevice1 ) ); Here's what I expected to be the straight analog: Microsoft::WRL::ComPtr<ID3D11Device> device = nullptr; Microsoft::WRL::ComPtr<ID3D11Device1> device1 =

C#: Creating a graphical screensaver

♀尐吖头ヾ 提交于 2019-12-22 01:15:35
问题 I am thinking about creating a screen saver. I have the whole thing, its graphics and the back-end kind of ready in my head. But I am not quite sure how to get the graphics out in code. What I would like is a slide show of images with a bit of movement (kind of like the slide show in media center) and some floating text and shapes on top. The shapes somehow translucent. I currently have a very simple static slideshow made in WinForms. Just a simple application that goes fullscreen and