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About AteneoUW

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  1. Thanks very much, i took a look at the sample and now my app works fine 
  2. Hi i wanted to add "full screen" capabilities to my app. Well i did it with the "DX9Device::Reset()" method and all is ok, but when i go back to windowed mode the window loses its composition. I don't change any properties of the window with SetWindowLongPtr(), indeed i don't use it to go full screen. I just change the window size and position to the desktop resolution.   Im deving in windows 8.1 and i tested it too in Windows 7 and the same thing.   Any way to work around this??   Thxs in advance.
  3. Here i go again with a question:   This is the situation, im using textured quads to render 2d image in Direct3d 9. I used http://www.gamedev.net/page/resources/_/technical/directx-and-xna/2d-in-direct3d-using-textured-quads-r1972 as a starting point. I have just 1 backbuffer fixed to 256x240. So i have a texture of that size wich i fill with data, then it gets drawed and finally go to the backbuffer and then to the front. I need Point Sampling and Linear Interpolation for the image. I tried this: d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); 3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); d3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR ); Where d3ddev is the Direct3d9 Divice as you have noticed.   But i can't notice any changes in the output. Im very new so i ask for help. Sorry the lame question, but im beggining whith all this d3d stuff.  
  4. Yes, you are right i need to sync audio and video.
  5. Hi, im new to the forum and Direct3d as well.   The thing is that my app syncs frames to DirectSound and im not using a static buffer in DirectSound. I.E the app generates sound and the dynamic buffer gets filled with this data when there is enough room. If i enable Direct3d 9 VSync support the sound buffer gets scratched and stop hearing well. Im Using Direct3d 9 texture quads tu render a 2d texture to screen (this texture is filled with data every frame). The images tears and i need to stop that. I heard that using triple buffering could solve my problem but i don't know how to do it!! I have googled but i can't find a answer.   Thanks in advance.
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