[D3D10] How to take a screenshot with multisampling
Hello,
I would like to take a screenshot of a D3D10 backbuffer with multisampling.
I know how to do this *without* multisampling and using a temp texture :
- Get the backbuffer : m_swapChain->GetBuffer(...)
- Use ID3D10Device::CopyResource to copy the backbuffer into a texture (which has been created in STAGING mode in order to be mapped)
- Use ID3D10Texture2D::Map to get the RGBA buffer from the copied texture.
It works very fine *without* multisampling.
But the function CopyResource doesn't work with multisampled textures/buffers, as MSDN said.
MSDN said that D3D 10.1 will allow using CopyResource with multisampled textures, but my card doesn't support the 10.1 version for the moment.
So, is there a way to access backbuffer memory without using CopyResource ?
Maybe I'm totally wrong and there is a nice way to take a screenshot with D3D10 ?
Thanks a lot for your help
Pacôme
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