SetupLightingDX9();// 畫出模型g_Model_DX9.Render(0);// 告知direct3d9裝置rendertarget使用完畢pSurface->Release();// 還原主framebufferdevice->SetRenderTarget(0, pFrameBufferBackup); device->SetDepthStencilSurface(pDepthBufferBackup); }// 把影子柔化{ pBlurredTexture = BlurTexture(g_pTexture);...
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "RenderToTexture", "SampleGraphics\RenderToTexture\RenderToTextureDx9_VC110.vcxproj", "{E681C858-D1CA-4EFC-AAA4-94C3C3AF30B4}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ScreenPolygons", "Sample...
此命令會執行遺失的裝置 - 資源管理 DX9 w Lost Texture (WoW64) 測試作業。 Lostdev -dx9 -!losttexture -M:1 -dx9 -whql -logclean 此命令會執行遺失裝置 - 資源管理 DX9 w-o 遺失紋理測試作業。 Lostdev -dx9 -!losttexture -M:1 -whql -logclean 此命令會執行遺失裝置 - 資源管理 ...
硬件支持的RenderTarget数可以通过 D3DCaps.NumSimultaneousRTs 查看, 一般显卡:4 代码部分: // 设置多RenderTarget g_pDevice->SetRenderTarget( 0, m_pMainRenderTarget); g_pDevice->SetRenderTarget( 1, m_pDepthTexture->GetSurface()); // 渲染调用代码 g_pDevice->SetRenderTarget( 0, m_pMainRenderTar...
硬件支持的RenderTarget数可以通过 D3DCaps.NumSimultaneousRTs 查看, 一般显卡:4 代码部分: // 设置多RenderTarget g_pDevice->SetRenderTarget( 0, m_pMainRenderTarget); g_pDevice->SetRenderTarget( 1, m_pDepthTexture->GetSurface()); // 渲染调用代码 ...
ShaderAPIDX8::CreateD3DTexture: Invalid color format!Toybox Auth Error: [Couldn't Connect] (retying in 5 seconds)Toybox Auth Error: [Couldn't Connect] (retying in 6 seconds)Toybox Auth Error: [Couldn't Connect] (retying in 7 seconds)maxplayers set to 1Lua initialized (Lua 5.1)...
Lostdev -dx9 -losttexture -M:1 -dx9 -whql -logclean 此命令會執行遺失的裝置 - 資源管理 DX9 w Lost Texture 測試作業。 Lostdev -dx9 -losttexture -M:1 -whql -logclean 此命令會執行遺失裝置 - 資源管理 DX9 w Lost Texture (WoW64) 測試作業。 Lostdev -dx9 -!losttexture -M:1 -dx9...
In order to support // dynamic loops, we must use at least vertex shader // version 2.0. // /// extern float4x4 WorldViewProj; extern float4x4 FinalTransforms[35]; extern texture Tex; extern int NumVertInfluences = 2;//<--- Normally set dynamically. sampler S0 = sampler_state { Tex...
// Iterate through each pixel in the surface and set it to red. DWORD* imageData = (DWORD*)lockedRect.pBits; for (int i = 0; i < surfaceDesc.Height; i++) { for (int j = 0; j < surfaceDesc.Width; j++) { // index into texture, note we use the pitch and divide by ...
dx8 环境 参考文档dx9--- 两个问题 1。一个rendertarget 的 targettexture(color buffer)不能lock 是由于pool default那些引起的 内存池中的位置 解决方法 copyrect 到另外的 suiface中处理 处理完了再复制回去 2.rendertarget的 depth surface不能 savesu 解决方法 参考文档...