DX8 Surface Locking
Hey... I''ve been recently trying to do a bit of DX8 pixel manipulation, but this seems to be problematic; I''ve done the following:
D3DDev8.GetBackBuffer(.., 0, Surface); // gets the surface, works
Surface.GetDesc(surfDesc); // works
Surface.LockRect(surfRect, nil, 0); // returns an error
The surface descriptor says the surface is the current render_target (great) and seems generally right, except that the "size in bytes" is 0.
And this although I do 3D renders and font writing to the surface as well.
I don''t get it.
Help anywhere?
Thanks
Turn on DEBUG DX and it should give you an error message, unless its crashing. What error does it return (if no crashing) ?
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Happy Coding!
Homepage: www.pcwebvia.f2s.com
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Happy Coding!
Homepage: www.pcwebvia.f2s.com
What exactly are you trying to do? In 99% of the cases, locking the backbuffer is not a good thing to do.
Thanks, I''ll try it.
I want to be able to perform direct pixel and buffer manipulation, thatZ why I want the surface locked. I don''t know what error is returned (I''ll check that up some time).
It doesn''t actually crash... the function just fails... bluddy function...
I''ll mess with it some more... thanks again
I want to be able to perform direct pixel and buffer manipulation, thatZ why I want the surface locked. I don''t know what error is returned (I''ll check that up some time).
It doesn''t actually crash... the function just fails... bluddy function...
I''ll mess with it some more... thanks again
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