ResizeBuffer Not Working !

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0 comments, last by Belkacem 13 years, 1 month ago
hi ;

i have this function to resize my Application

RECT Rect ;
ZeroMemory(&Rect , sizeof(RECT));
::GetWindowRect ( _hwnd , &Rect);

UINT tempwidth = Rect.right - Rect.left ;
UINT tempheight = Rect.bottom - Rect.top ;


ReleaseCOM(_Target);
ReleaseCOM(_Target_Tex2D);



if ( SUCCEEDED ( _SwapChain->ResizeBuffers ( _Swp_Chain_desc.BufferCount, tempwidth , tempheight , _Device_Format , 0 )))
{

if ( SUCCEEDED (_SwapChain->GetBuffer (0 , __uuidof(ID3D11Texture2D) , reinterpret_cast <void**>(&_Target_Tex2D))))
{

if ( FAILED( _Device->CreateRenderTargetView ( _Target_Tex2D , 0 , &_Target)))
{
exit(0);
}
}



and i call this function when i get WM_SIZE message in the loop game.

and whene i resize my window i get everything black and it is my render target color

but if i dont resize my window i get the scene correctly that is a HUD and meshes



ok guys you have the code

is it the probleme in the code or another else.
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anothrt question !!
what is the difference between resizebuffer and resizetarget ??

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