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VitaliBR

Problem in Render Lines

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Hi!

I've got a strange problem in render


on my work computer (dell with intel graphics 3000) lines (D3DPT_LINESTRIP for example) are usually rendered:
t5j0k6.jpg

But on my home computer (macbook pro with bootcamp windows 7 geforce 320m) it renders the line strangely (with cuts):

sl5rok.png

my code:

_d3d = Direct3DCreate9(D3D_SDK_VERSION);
bool p_bMultiSample = true;
bool p_bSuperSample = true;
bool bHW = true;
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
// get the current display mode
D3DDISPLAYMODE sMode;
_d3d->GetAdapterDisplayMode(0,&sMode);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = !fullscreen;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = screenWidth;
d3dpp.BackBufferHeight = screenHeight;
d3dpp.EnableAutoDepthStencil = TRUE; // automatically run the z-buffer for us
//d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit pixel format for the z-buffer
d3dpp.BackBufferCount = 1;
// check whether we can use a D32 depth buffer format
if ( SUCCEEDED ( _d3d->CheckDepthStencilMatch(0,eType,
D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
}
else
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
}
// find the highest multisample type available on this device
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
DWORD dwQuality = 0;
if (p_bMultiSample)
{
while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
{
if(SUCCEEDED( _d3d->CheckDeviceMultiSampleType(0,eType,
sMode.Format,TRUE,sMS,&dwQuality)))
{
sMSOut = sMS;
}
}
if (0 != dwQuality)dwQuality -= 1;

d3dpp.MultiSampleQuality = dwQuality;
d3dpp.MultiSampleType = sMSOut;
}
// preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing
D3DCAPS9 g_sCaps;
_d3d->GetDeviceCaps( 0, D3DDEVTYPE_HAL, &g_sCaps);
DWORD creationFlags = D3DCREATE_MULTITHREADED;
if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0))
creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
////////////////////////////////////////////////////////////////////////////////////
// create a device class using this information and the info from the d3dpp stuct
////////////////////////////////////////////////////////////////////////////////
_d3d->CreateDevice(D3DADAPTER_DEFAULT,
eType,
hwnd,
creationFlags,
&d3dpp,
&_d3ddev);
Edited by VitaliBR

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Have you gotten the same effect without multi-sampling on your Mac?


Yes :(

I tested with the variables true and false, and the same error occurred

This failure seems to occur on the line where the line is "broken" by aliasing


bool p_bMultiSample = true;
bool p_bSuperSample = true;
bool bHW = true;

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Are the backbuffer width and height set to the window dimensions, or window client area dimensions? Edited by Nik02

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Are the backbuffer width and height set to the window dimensions, or window client area dimensions?


are the same of CreateWindowEx

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CreateWindowEx takes, as parameters, the window's bounding box dimensions. With a menu and a frame, the client area of the window (in which you commonly draw with D3D device) is significantly smaller.

You can use GetClientRect to determine the client area dimensions given a created window, or you can use AdjustWindowRect to find a suitable window size given a desired client size and window style.

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CreateWindowEx takes, as parameters, the window's bounding box dimensions. With a menu and a frame, the client area of the window (in which you commonly draw with D3D device) is significantly smaller.

You can use GetClientRect to determine the client area dimensions given a created window, or you can use AdjustWindowRect to find a suitable window size given a desired client size and window style.


Very thanks guy :)

it worked!!

RECT rect;
GetClientRect( hwnd , &rect );
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = !fullscreen;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = rect.right - rect.left; //screenWidth;
d3dpp.BackBufferHeight = rect.bottom - rect.top; //screenHeight;


:D

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