Jump to content
  • Advertisement

Enitalp

Member
  • Content count

    3
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Enitalp

  • Rank
    Newbie
  1. Hum all those brain and no one have an idea ?
  2. I'm a self-taugh programmer, but in was easier in my "time", started in 81 with an Apple 2 switched in 88 on an Atari ST, became an official Atari dev on Falcon and TT in 93 and since my first program i only worked on game mostly, Farcry 1, star wars, avatar, rainbow 6, farcry primal, farcry 5, to name a few ;p. Left school at 16, so my math is bad. But thanks to Internet if i need something, i just have to search for what i need. http://www.mobygames.com/developer/sheet/view/developerId,168167/ And i just started to learn DX11 and get more advanced in shaders.
  3. Hi all. I have a direct2d1 application with all my UI. And now i'm trying to insert 3d rendering in my UI. I tried a lot of thing as i'm new to that. and failed.... So my UI contain a control that is a 3d render. so stupidly i was thinking of making a 3d rendertarget, get the bitmap of that. and draw it at the place of my control. So i created this function public Bitmap1 CreateTarget(int i_Width, int i_Height) { Texture2DDescription l_Description = new Texture2DDescription(); l_Description.BindFlags = BindFlags.RenderTarget; l_Description.Format = m_BackBuffer.Description.Format; l_Description.Width = i_Width; l_Description.Height = i_Height; l_Description.Usage = ResourceUsage.Default; l_Description.ArraySize = 1; l_Description.MipLevels = 1; l_Description.SampleDescription = new SampleDescription(1, 0); l_Description.CpuAccessFlags = CpuAccessFlags.None; l_Description.OptionFlags = ResourceOptionFlags.None; Texture2D l_RenderTarget = new Texture2D(m_Device, l_Description); BitmapProperties1 properties = new BitmapProperties1() { PixelFormat = new PixelFormat(l_Description.Format, SharpDX.Direct2D1.AlphaMode.Premultiplied), BitmapOptions = BitmapOptions.Target, DpiX=96, DpiY = 96 }; Bitmap1 m_OffscreenBitmap; using (Surface l_Surface = l_RenderTarget.QueryInterface<Surface>()) { m_OffscreenBitmap = new Bitmap1(m_2DContext, l_Surface, properties); } return m_OffscreenBitmap; } And my control does a simple : if (m_OldSize != Size) { m_OldSize = Size; if (m_OffscreenBitmap != null) { m_OffscreenBitmap.Dispose(); } m_OffscreenBitmap = i_Param.CurrentWindow.CreateTarget(Size.Width, Size.Height); } i_Context.DrawContext2D.DrawBitmap(m_OffscreenBitmap, m_Rect, 1.0f, BitmapInterpolationMode.Linear); Here is my problem, if BitmapOptions is different from BitmapOptions = BitmapOptions.Target | BitmapOptions.CannotDraw i crash when creating my new Bitmap1 because of invalid params. and if i let it, i crash at present because : Additional information: HRESULT: [0x88990021], Module: [SharpDX.Direct2D1], ApiCode: [D2DERR_BITMAP_CANNOT_DRAW/BitmapCannotDraw], Message: Impossible de dessiner avec une bitmap qui a l’option D2D1_BITMAP_OPTIONS_CANNOT_DRAW. I must admit i'm out of idea. and i'm stuck. Please help. Does my method is totally wrong ? I tried to make my control owning is own 3d device so i can render that at a different pace than the 2d and did get the same result
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!