directx

Visual studio 2017: Cannot open include file 'd3dx9.h' no such file or directory in a static library used by .exe application

為{幸葍}努か 提交于 2021-02-08 10:27:02
问题 I am using Visual Studio 2017 and I'm required to use DirectX9.0 for a school project. I have a solution with 3 projects. One is a static library (.lib), one is an application (.exe) and one is a unit test project: KB01_Game.exe imports KB01_Engine.lib like so: KB01_Game properties KB01_Engine.lib contains the d3dx9 references like so (I have also tried reversing the order of these DXSDK references, with no success): KB01_Engine properties The files in KB01_Engine include the directx 9

Visual studio 2017: Cannot open include file 'd3dx9.h' no such file or directory in a static library used by .exe application

狂风中的少年 提交于 2021-02-08 10:23:03
问题 I am using Visual Studio 2017 and I'm required to use DirectX9.0 for a school project. I have a solution with 3 projects. One is a static library (.lib), one is an application (.exe) and one is a unit test project: KB01_Game.exe imports KB01_Engine.lib like so: KB01_Game properties KB01_Engine.lib contains the d3dx9 references like so (I have also tried reversing the order of these DXSDK references, with no success): KB01_Engine properties The files in KB01_Engine include the directx 9

Is it possible to use JNA/JNI to access native COM/DirectX API methods?

女生的网名这么多〃 提交于 2021-02-08 07:38:33
问题 I'm trying to call this native Windows method using JNA: HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter ); But I'm really struggling with understanding what I should use as parameters on the Java side of things. With JNA you're supposed to create Java classes matching the native C structs, and I have done so succesfully with other parts of the WinAPI. From what I've (I think) understood so far the LPDIRECTSOUND is a typedef to a "Long pointer to a

Remote desktop behavior with 3D3 Device and RDP window minimize

微笑、不失礼 提交于 2021-02-08 03:54:12
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

Remote desktop behavior with 3D3 Device and RDP window minimize

对着背影说爱祢 提交于 2021-02-08 03:52:20
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

Remote desktop behavior with 3D3 Device and RDP window minimize

这一生的挚爱 提交于 2021-02-08 03:50:20
问题 In our C# WPF we use a 3rd party (unmanaged) library that display a map. We use the System.Windows.Interop.D3DImage class. The 3rd party library uses Direct3D for the the IntPtr32 surface location property. When i open a remote desktop from another computer and trying to view the WPF Client, we see the map. Once the WPF UI Client is up, and I minimize the RDP session or close the RDP i will get exception: Direct3D device is lost From my experience with video streaming applications, When a

How to simulate keys in game with pywinauto

守給你的承諾、 提交于 2021-02-07 14:15:06
问题 I've been trying various things for a year. I am a at beginner's level in python. Did the first two questions in Project Euler. I have tried a few methods to try and simulate keys in games I play. I can easily do this with autohotkey and macro keyboards/mouse. However, I would like to accomplish this through Python or C. My guess is that win32 api is ignored in video games and I need to simulate key presses through Direct X. Thank you in advance. Here is my latest attempt... it failed. I do

Alpha Blending problems in DirectX9

爷,独闯天下 提交于 2021-02-07 10:51:41
问题 I am quite desperate to achieve desired alpha blending results in DirectX. I am try to draw texture, and on it a color triangle strip. Despite all my attempts it seems that color of the strip is affected by the color of the texture drawn before. Even if I set D3DRS_ALPHABLENDENABLE to FALSE, I still see the color affected. Here is how the image suppose to looks like (Rendered with openGL) And here is what I get with directX rendering: As you can see, the second image purple strip has yellow

How to create a transparent bitmap in Direct2D

女生的网名这么多〃 提交于 2021-02-07 08:22:35
问题 I need to create a transparent bitmap using Direct2D and draw, by using my device context, on it. ID2D1DeviceContext1* d2dContext = ... ID2D1Bitmap* pBitmap; d2dContext->CreateBitmap( bitmapSize, nullptr, 0, D2D1::BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY), &pBitmap); d2dContext->BeginDraw(); d2dContext->SetTarget(pBitmap); d2dContext->Clear(D2D1::ColorF(0, 0)); d2dContext->DrawLine(...); hr =

How to create a transparent bitmap in Direct2D

我是研究僧i 提交于 2021-02-07 08:22:20
问题 I need to create a transparent bitmap using Direct2D and draw, by using my device context, on it. ID2D1DeviceContext1* d2dContext = ... ID2D1Bitmap* pBitmap; d2dContext->CreateBitmap( bitmapSize, nullptr, 0, D2D1::BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY), &pBitmap); d2dContext->BeginDraw(); d2dContext->SetTarget(pBitmap); d2dContext->Clear(D2D1::ColorF(0, 0)); d2dContext->DrawLine(...); hr =