Jump to content
  • Advertisement
Sign in to follow this  
luasitdown

backbuffer surface ,zbuffer

This topic is 4824 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

Advertisement
The backbuffer and depth buffer are normally created when IDirect3D9::CreateDevice is called. The values in the PRESENT_PARAMETERS structure determine the size and formats of these buffers.

If you need to access the backbuffer, you will need to specify that the backbuffer is "lockable" by using one of the D3DPRESENTFLAG values inside the PRESENT_PARAMETERS structure.

It is possible to lock the depth buffer to access its data, but this is not guaranteed to work on all hardware. Different hardware vendors implement the depth buffer in different ways. Avoid attempting to directly access the data in the depth buffer if at all possible.

In general, it is not a good idea to lock the back buffer or the depth buffer. What is it that you are trying to do? Perhaps there is a better way to do it than trying to lock these two buffers.

neneboricua

Share this post


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

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!