Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About Malder1

  • Rank
  1. Thank you very much! That's very important info.
  2. Please advice me. Are there any known problems with next two moments with IDirectSound8: 1) I plan to create separate thread for each sound channel and will do calls to DirectSound from different threads. In other words, is DirectSound multithread safe? 2) I will play several channels. Can all sound cards, drivers and version of Windows mix channels without problems? (I will use software mode DSBCAPS_LOCSOFTWARE) Thanks in advance,
  3. Sorry, it was my mystake. You're right - I used cached value. I moved call of SetProcessDPIAware before all in my application and all works fine now. Thanks.
  4. Yes, calling of SetProcessDPIAware returns True. And I see that no Bilinear scaling more in my application. But GetDeviceCaps(screen, LOGPIXELSX) returns 96.
  5. You're right! After calling SetProcessDPIAware I still gets cached value. I did as you recommended and now I've got right value. Why SetProcessDPIAware works so strange? I called it before creating of any windows in my application.
  6. I found unpleasant bug that still exists even in latest Windows Vista RC1. We call SetProcessDPIAware because we want to manually support High DPI mode. In this mode (as earlier in Windows XP) I retrieve PPI value as Microsoft recommends: HDC screen = GetDC(0); scaleX = GetDeviceCaps(screen, LOGPIXELSX) / 96.0; scaleY = GetDeviceCaps(screen, LOGPIXELSY) / 96.0; ReleaseDC(0, screen); But in Windows Vista RC1 it allows return 96, instead of 120 as I set in display properties.
  7. Thank you very much for answers!
  8. Is it good to create and use non-square textures? For example, 64 x 256 Does video card really get memory for exactly size of this texture? In other words are there known issues with such textures?
  9. Both moments don't work unfortunately. I can't detect that drivers overrided my settings. And user can't guess that our 2D application in fact uses Direct 3D. Yes, he understand when he start usual 3D game, but not 2D multimedia application which looks as written in GDI or DirectDraw. And describing of this problem in readme file is a worst solution on my opinion.
  10. We're creating 2D over Direct 3D application and when user globally enabled antialiasing in control panel of video card (ATI or NVIDIA) we have problem with blurred pictures (if 2xQ mode in NVIDIA) and problem with rendertarget when quads drawn directly to screen (edges blurred) or via rendertarget (edges not blurred) for post filters. Or disabled Vsync makes animation more jerky. And many other problems. And I can't control many important parameters! And user may be will not guess that reason of his problem in changed global parameters of video card that he've adjusted some time ago. Of course we set no antialiasing of initialization of Direct 3D, but ATI and NVIDIA even in future Windows Vista RC1 allow user to set global settings for 3D (for all 3D applications). Of course, Microsoft asked NVIDIA and ATI to make personal exception for their 3D Aero Glass composition engine and for their Media Center. But we also need to fully control quality and parameters of 3D. Like full control of quality in GDI graphics. I wrote many times to ATI and NVIDIA. Only ATI replyied unofficially that they understand this problem but don't promiss to change anything at least in nearest future. I know only one way for NVIDIA video cards. NVIDIA allows to create individual profile for specified EXE file and I can create it by adding record to HKLM section of Registry. However in Windows Vista I may not write anything to HKLM because of User Account Protection.
  11. But it's not a fullscreen mode. Backbuffer can be any according size of window.
  12. I need to capture video from my Direct 3D application. I set windowed mode and backbuffer according to size of AVI video. For example 1280x960. But my screen is only 1024x768. Is it correct? It works on my PC, but I'm afraid some video card may prohibit setting of backbuffer size larger than screen size in windowed mode.
  13. I found serious bug in all latest ATI drivers (since 5.xx), but ATI web site doesn't contain any email address or web form. I'm sent them request to become registered developer a week ago, but I'm still waiting for an answer. If user sets gamma using Adobe Gamma Loader or MonacoEzColor for his desktop. WHen I run fullscreen 3D application (in *same* display mode - same width, height, refresh rate, BPP) I see two problems: - ATI resets gamma to values adjusted in color settings for 3D fullscreen modes. It's very bad for 2D purposes. - And after closing of 3D application I see that drivers didn't return back original settings of desktop gamma. (This problem occurs in any 3D games I tried, if set same display mode as current mode) No such problem on NVIDIA video cards. NVIDIA uses perfect unified color settings for 2D/3D and automatically applies gamma settings for 3D as well as in 2D. So I consider that NVIDIA provides more good support of color settings.
  14. I wondered that nobody had this problem. If use fullscreen, this problem always happens.
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!