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Evil Ozzy

Drawing a Pixel on a 32Bit Surface

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Hi guys, I am clearly having a dumb day today... I have a primary and a back buffer, i compose my 2D scene on the backbuffer and flip as usual, in certain circumstances I want to blur the contents of the backbuffer before the flip (I have a general blur algorithm). But for some reason I cannot manage to draw a pixel to the backbuffer surface once I've locked it...it's driving me insane, I am obviously doing something wrong, but can't see the wood for the trees... Can someone put me out of my misery and post me the code to write pixels to a 32bit surface... Cheers James

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Hi Guys,

Yes sorry, school boy error in not giving you all the facts, ok let me try again...

Am using DirectX7, and C/C++. So all I am trying to do is build my scene on the backbuffer, then blur it, the perform the flip.

But for the time being I will settle just for plotting some pixels on the screen. I can get the odd one pixel, but it flickers, but most of the time no pixels show at all, so my math must be wrong or my pointers messed up...

Hopefully someone can put me right and out of my misery....

Cheers peeps :o)

void render func1()


primarysurface->Flip(); // screen res 1024x768

#define RGB24(r, g, b) ((((r) << 16) | ((g) << 8) | (b)))

UINT32* LockedSurfaceMemory;
UINT32 SurfacePoint;

memset(&ddsd, 0x00, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);


LockedSurfaceMemory = (UINT*) ddsd.lpSurface;

//my blur routine will sit here one day....

//calculate the surface address and draw a few pixels...
for(UINT ix = 0; ix < 100; ix++)
SurfacePoint = ix + 600 * ddsd.lPitch; // x + y * pitch
LockedSurfaceMemory[SurfacePoint] = RGB24(0, 255, 0);


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