• Advertisement
Sign in to follow this  

Where do i wrong?

This topic is 4587 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

1) Looking to my code is it a correct use of swap chains?
				// Draw within panel1
				Surface pBackBuffer = sc_0.GetBackBuffer(0, BackBufferType.Mono);
				//device.SetRenderTarget( 0, pBackBuffer );

				//Clear the backbuffer to a blue color
				device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.DarkGray, 1.0f, 0);			
				device.BeginScene();
				// Setup the world, view, and projection matrices
				SetupMatrices();
        
				for( int i=0; i<meshMaterials.Length; i++ )
				{
					// Set the material and texture for this subset
					device.Material = meshMaterials;
					device.SetTexture(0, meshTextures);
    
					// Draw the mesh subset
					mesh.DrawSubset(i);
				}

				//End the scene
				device.EndScene();
				sc_0.Present(panel1);
				//device.Present();
				pBackBuffer.ReleaseGraphics();/**/

				// Draw within panel2
				Surface pBackBuffer2 = sc_1.GetBackBuffer(0, BackBufferType.Mono);
				device.SetRenderTarget( 0, pBackBuffer2 );

				//Clear the backbuffer to a blue color
				device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, System.Drawing.Color.DarkGray, 1.0f, 0);
				device.BeginScene();
				// Setup the world, view, and projection matrices
				SetupMatrices();
        
				// Meshes are divided into subsets, one for each material. Render them in
				// a loop
				for( int i=0; i<meshMaterials.Length; i++ )
				{
					// Set the material and texture for this subset
					device.Material = meshMaterials;
					device.SetTexture(0, meshTextures);
    
					// Draw the mesh subset
					mesh.DrawSubset(i);
				}

				//End the scene
				device.EndScene();
				sc_1.Present(panel2);
				pBackBuffer2.ReleaseGraphics();
2) Other question: I set a second buffer ( swap chain ) to draw in onResetDevice function, i create a new PresentParameter to define a new dimension for a backbuffer all time the window is resized, but the backbuffer seems remain always at the same dimension, infact in i maximise the window the mesh is stretched and it became blur. Where do i yet wrong here?
		public void OnResetDevice(object sender, EventArgs e)
		{
			sc_0 = device.GetSwapChain(0);
			presentParams2.Windowed = true;
			presentParams2.SwapEffect = SwapEffect.Discard;
			DisplayMode mode = new DisplayMode();

			presentParams2.BackBufferFormat = mode.Format;
			presentParams2.BackBufferWidth = mode.Width;
			presentParams2.BackBufferHeight = mode.Height;
			presentParams2.EnableAutoDepthStencil = true;
			presentParams2.AutoDepthStencilFormat = DepthFormat.D16;
			sc_1 = new SwapChain(device, presentParams2);
			device.RenderState.ZBufferEnable = true;
			device.RenderState.Ambient = System.Drawing.Color.White;
		}
[Edited by - Say on July 31, 2005 6:52:18 PM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement