Drawing 1 pixel ...
You could make a window which is one by one pixel(s) in size and then clear the backgroundbuffer with the specific color you want.
You can either use IDirect3DDevice9::SetRenderState(D3DRS_FILLMODE,D3DFILL_POINT) or lock the backbuffer and write to it using IDirect3DSurface9::LockRect on the surface you get from IDirect3DDevice9::GetBackBuffer().
Or you could just set your primitive type to point list, and provide your coordinates in rhw (if you wanted to draw specific pixels).
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