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#Actualunbird

Posted 17 September 2013 - 01:18 PM

I don't really understand how to do what you're saying here, is it a simple thing to set up?


It's a flag in the device creation call (D3D11CreateDevice, DriverType parameter). Play with them on your developer machine.. Just know it can be really slow since all rendering is done on the CPU now.
 

So there is something strange going on here where the DirectX DXSwapChain is 1920x1080 (as I get a 1920x1080 screenshot if I use the DirectXTK SaveWic...() function) but the actual windows app itself thinks that it is 1366x768.

Does anyone with windows store app experience know how this could have happened? Why does the pointer think its range is only 1366x768?


Never worked with tablets (Edit: sounds like some virtual desktop or something). For anyone who has you still need to give more clues. How do you determine the windows/desktop/backbuffer size, i.e. what function call do you use ? Also how do you grab the pointer coordinates ?

 

And another edit: Do you setup the device in fullscreen mode ? I also wonder if the pointer coordinates do have the higher resolution - hardware-wise. 


#3unbird

Posted 17 September 2013 - 01:04 PM

I don't really understand how to do what you're saying here, is it a simple thing to set up?


It's a flag in the device creation call (D3D11CreateDevice, DriverType parameter). Play with them on your developer machine.. Just know it can be really slow since all rendering is done on the CPU now.
 

So there is something strange going on here where the DirectX DXSwapChain is 1920x1080 (as I get a 1920x1080 screenshot if I use the DirectXTK SaveWic...() function) but the actual windows app itself thinks that it is 1366x768.

Does anyone with windows store app experience know how this could have happened? Why does the pointer think its range is only 1366x768?


Never worked with tablets (Edit: sounds like some virtual desktop or something). For anyone who has you still need to give more clues. How do you determine the windows/desktop/backbuffer size, i.e. what function call do you use ? Also how do you grab the pointer coordinates ?

#2unbird

Posted 17 September 2013 - 01:02 PM

I don't really understand how to do what you're saying here, is it a simple thing to set up?


It's a flag in the device creation call (D3D11CreateDevice, DriverType parameter). Play with them on your developer machine.. Just know it can be really slow since all rendering is done on the CPU now.

So there is something strange going on here where the DirectX DXSwapChain is 1920x1080 (as I get a 1920x1080 screenshot if I use the DirectXTK SaveWic...() function) but the actual windows app itself thinks that it is 1366x768.

Does anyone with windows store app experience know how this could have happened? Why does the pointer think its range is only 1366x768?


Never worked with tablets. For anyone who has you still need to give more clues. How do you determine the windows/desktop/backbuffer size, i.e. what function call do you use ? Also how do you grab the pointer coordinates ?

#1unbird

Posted 17 September 2013 - 12:59 PM

I don't really understand how to do what you're saying here, is it a simple thing to set up?


It's a flag in the device creation call (D3D11CreateDevice, DriverType parameter). Play with them on your developer machine.. Just know it can be really slow since all rendering is done on the CPU now.

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