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davidr

OpenGL Using Direct3D 9 with Qt - flicker problem

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Hi, I've created a widget class (Direct3D_9_Widget : public QWidget) that uses IDirect3DDevice9 to draw inside QWidget::paintEvent. This works fine, until I try to animate anything. At the moment, all my app does is render a spinning cube. Unfortunately, the spinning cube is blurry and difficult to see. The animation is not smooth at all. I'm using a QBasicTimer to do the animation. The timer forces a screen repaint every 20 ms. According to the Qt docs, if you want to use GDI or Direct3D on Windows with Qt, you need to: 1) Override QWidget::paintEngine to return NULL 2) Call QWidget::setAttribute(Qt::WA_PaintOnScreen, true) The documentation also advises that if you do this, you need to implement your own double-buffering. I've done 1) and 2). You can't use Direct3D without using double-buffering, so I didn't think I needed to worry about that. I've pasted my Direct3D initialisation code below. I'm unsure how to trouble shoot this. The Qt OpenGL examples run very nicely on my computer, so I would expect D3D performance to be at least as good. If anyone has any advice, I'd appreciate it. Thanks,
HRESULT Direct3D_9_Widget::Create_Direct3D_Device_9(void)
{
    HRESULT l_hr = m_Interface_Direct3D_9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, & m_Adapter_Display_Mode);
    if ( FAILED(l_hr) )
    {
        return l_hr;
    }

    // Use the width of the client area of the hDeviceWindow (or the focus window if hDeviceWindow is NULL)
    m_Present_Parameters.BackBufferWidth = 0;
    // Use the height of the client area of the hDeviceWindow (or the focus window if hDeviceWindow is NULL)
    m_Present_Parameters.BackBufferHeight = 0;
    //m_Present_Parameters.BackBufferFormat = m_Adapter_Display_Mode.Format;
    m_Present_Parameters.BackBufferFormat = D3DFMT_UNKNOWN;
    m_Present_Parameters.BackBufferCount = 1;

    m_Present_Parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_Present_Parameters.MultiSampleQuality = 0;

    m_Present_Parameters.SwapEffect = D3DSWAPEFFECT_COPY;

    m_Present_Parameters.hDeviceWindow = (HWND) winId();
    
    m_Present_Parameters.Windowed = true;

    m_Present_Parameters.EnableAutoDepthStencil = true;
    
// Returns a valid depth stencil format
    m_Present_Parameters.AutoDepthStencilFormat = Find_Best_Depth_Stencil_Format();

    m_Present_Parameters.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;

    m_Present_Parameters.FullScreen_RefreshRateInHz = D3DPRESENT_INTERVAL_DEFAULT;

    m_Present_Parameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

    DWORD l_Behaviour_Flags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE;

    l_hr = m_Interface_Direct3D_9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 0, l_Behaviour_Flags, & m_Present_Parameters, & m_Interface_Direct3D_Device_9);
    DEBUG_HRESULT(l_hr);
    
    return l_hr;
}

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