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Moquan

Screen shot

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Not sure if this is where this should be posted or not, but here''s my problem. I''m working with Direct-X and I''m using id3dxsprite for my sprite engine (2-D Game). Well, when I take a screen shot using print screen, there are some sprites missing at times.. What could cause this and what might I do to fix it? Thank you. -Moquan

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Well, I tried implementing this, but all I get is a complete black BMP of the size that I indicate. What could cause THAT?

-Moquan

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Guest Anonymous Poster
set your video card''s V-SYNC = true.

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I''m not sure that I follow. I want my program to work right on everyone''s computer. SO if I just set my VSYNC to true... won''t that not effect theirs? Did you mean in my program set the VSYNC? If that''s the case, I don''t want to limit my frame rate. Is there no work around?

- Moquan

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Guest Anonymous Poster
I don''t have the code handy, but I implemented something similar to the article, but with the BACK buffer. That should help, and I think it might be better than accessing the front buffer.

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Guest Anonymous Poster
What does taking a screen shot have to do with game play on other computers? If you need a good screen shot you have to turn on v-sync; end of story.

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Guest Anonymous Poster
quote:
Original post by Anonymous Poster
What does taking a screen shot have to do with game play on other computers? If you need a good screen shot you have to turn on v-sync; end of story.


Lies! There are lots of ways to do it without any such settings. Render the shot to another render target, get the back buffer, etc.

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Guest Anonymous Poster
I thought this was done with print screen. How many ways can you do print screen?

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v-sync = good thing

The monitor won''t update faster than it''s refresh rate, so any extra frames are not visible. Turning on v-sync eliminates tearing and your users will thank you very much for having it on instead of keeping it off with no way to turn it on.

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