<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Direct3D 10 </title><link>http://forums.xna.com/forums/29.aspx</link><description>Only questions about the Direct3D 10 API are permitted here.</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>First Person camera</title><link>http://forums.xna.com/forums/thread/235783.aspx</link><pubDate>Thu, 08 Oct 2009 06:48:19 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:235783</guid><dc:creator>Lesaras</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/235783.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=235783</wfw:commentRss><description>I&amp;#39;ve been trying to setup a first person camera in DirectX10.  I&amp;#39;ve done it in DirectX9 and XNA, and I started to follow the same same route in DirectX10.  I&amp;quot;ve got the view and projection matrix calculated and set within an Update() call and all ready to go, but I don&amp;#39;t understand how to integrate it into the Direct3DDevice.  I&amp;#39;ve seen something about a SetTransform function, but it doesn&amp;#39;t exist in DirectX10 as it was a FFP function.  Any help?</description></item><item><title>Colors washed out? Alpha blending?</title><link>http://forums.xna.com/forums/thread/249926.aspx</link><pubDate>Tue, 10 Nov 2009 22:32:15 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:249926</guid><dc:creator>Junior Dipper</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/249926.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=249926</wfw:commentRss><description>I&amp;#39;m learning DX10, and I&amp;#39;m having some trouble I&amp;#39;m hoping the community can help with. All of the colors in my app are being washed out, and are whiter than I want. I&amp;#39;ve based my app on Tutorial 10 from the DXSDK, which has an &amp;quot;OnD3D10FrameRender&amp;quot; callback where I draw everything. I&amp;#39;ve commented out everything to make the repro as simple as possible. All I&amp;#39;m doing is checking that alpha blend is disabled, then I clear to (.2,.2,.2,1). In my app, though, the color comes out lighter. PIX tells me that the color is (.486, .486, .486, 1). Any suggestions? What could be going on here?&lt;br /&gt;
&lt;br /&gt;
Here&amp;#39;s my OnD3D10FrameRender function:&lt;br /&gt;
&lt;br /&gt;
&lt;div style="border:1px solid #7f9db9;overflow:auto;background-color:white;font-family:courier new;font-size:11px;"&gt;
&lt;table cellspacing="0" cellpadding="0" style="border-width:0px;border-bottom:0px solid #eeeeee;margin:2px 0px;width:99%;border-collapse:collapse;background-color:#ffffff;"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;&lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;CALLBACK&amp;nbsp;OnD3D10FrameRender(&amp;nbsp;ID3D10Device*&amp;nbsp;pd3dDevice,&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;double&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;fTime,&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;fElapsedTime,&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt;*&amp;nbsp;pUserContext&amp;nbsp;)&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ID3D10BlendState&amp;nbsp;*blendState;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;blendFactor[4];&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;UINT&amp;nbsp;sampleMask;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;pd3dDevice-&amp;gt;OMGetBlendState(&amp;amp;blendState,&amp;nbsp;blendFactor,&amp;nbsp;&amp;amp;sampleMask);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;D3D10_BLEND_DESC&amp;nbsp;blendDescription;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;blendState-&amp;gt;GetDesc(&amp;amp;blendDescription);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;SAFE_RELEASE(blendState);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;assert(blendDescription.BlendEnable[0]&amp;nbsp;==&amp;nbsp;FALSE);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;Clear&amp;nbsp;the&amp;nbsp;back&amp;nbsp;buffer&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;ClearColor[4]&amp;nbsp;=&amp;nbsp;{&amp;nbsp;.2f,&amp;nbsp;.2f,&amp;nbsp;.2f,&amp;nbsp;1.0f&amp;nbsp;};&amp;nbsp;&lt;/span&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;red,&amp;nbsp;green,&amp;nbsp;blue,&amp;nbsp;alpha&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ID3D10RenderTargetView*&amp;nbsp;pRTV&amp;nbsp;=&amp;nbsp;DXUTGetD3D10RenderTargetView();&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;pd3dDevice-&amp;gt;ClearRenderTargetView(&amp;nbsp;pRTV,&amp;nbsp;ClearColor&amp;nbsp;);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
Here&amp;#39;s a pix screenshot of me debugging one of the pixels, showing that all I&amp;#39;m doing is Clearing and Presenting, and somehow the color changes from .2 in my clear to .486 in the final framebuffer. Any suggestions?&lt;br /&gt;
&lt;br /&gt;
&lt;img alt="Hosted by imgur.com" src="http://imgur.com/O4bzQ.jpg" /&gt;&lt;br /&gt;
&lt;img alt="Hosted by imgur.com" src="http://imgur.com/6Na5L.jpg" /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks!</description></item><item><title>CopySubresourceRegion issue.</title><link>http://forums.xna.com/forums/thread/250853.aspx</link><pubDate>Fri, 13 Nov 2009 01:58:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:250853</guid><dc:creator>Bruzer</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/250853.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=250853</wfw:commentRss><description>I&amp;#39;m trying to use a DX10.1 card (ATI) to copy between an R32G32U render target and a BC1 texture, without going to a staging texture.  CopyResource works fine, of course the size and mipcount have to match for that.  Using CopySubresourceRegion gives me incorrect results - it&amp;#39;s like the copied image is 4x too small (block based vs pixel based maybe?).&lt;br /&gt;
&lt;br /&gt;
Does anyone here know if that is supposed to work?&lt;br /&gt;
&lt;br /&gt;
thx!</description></item><item><title>DXGI SwapChain buffer management</title><link>http://forums.xna.com/forums/thread/250574.aspx</link><pubDate>Thu, 12 Nov 2009 12:01:30 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:250574</guid><dc:creator>Nazarov</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/250574.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=250574</wfw:commentRss><description>Hello,&lt;br /&gt;
&lt;br /&gt;
Being new to D3D I&amp;#39;m trying to understand the internal logic of the DXGI SwapChain buffer management (have already read the SDK docs but to no avail). I&amp;#39;m writing a video CG application that uses GPU acceleration and I&amp;#39;m trying to achieve the following: A render thread fills (renders to) the back buffers asynchronously as fast as it can and the graphics hardware presents and swaps the buffers locked to the screen refresh rate. In that scenario the hardware imposes the frame rate right?. Also how should I go about presenting 25 FPS PAL video to a 60Hz SwapChain? If I fill the back buffers asynchronously, how can i distinguish between buffers that have already been presented and those that haven&amp;#39;t? Alternatively, if the only way to swap the chain is to call SwapChain.Present() from a user thread, how can I make sure that the thread receives a timeslot from the kernel on time, so that no frame drops occur?&lt;br /&gt;
&lt;br /&gt;
That&amp;#39;s a lot of questions, but I hope someone knowledgeable may share some insight.&lt;br /&gt;
&lt;br /&gt;
Thanks in advance!&lt;br /&gt;
-- &lt;br /&gt;
Vassil Nazarov&lt;br /&gt;</description></item><item><title>DirectX 10 2D text issue</title><link>http://forums.xna.com/forums/thread/23167.aspx</link><pubDate>Sat, 01 Sep 2007 11:43:37 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:23167</guid><dc:creator>Nebula Zero</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/23167.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=23167</wfw:commentRss><description>&lt;P&gt;Hey,&lt;/P&gt;
&lt;P&gt;I'm new to Direct X 10, in fact to 3D programming in general (this is probably the most common introduction to a problem) and I'm having a problem trying to get text and 3D polygons to render at the same time. I'd prefer not to call the DXUT libray provided with the SDK. I've had a look inside and I'm not quite sure what I'm doing wrong. The text renders fine but no polygons show up. &lt;/P&gt;
&lt;P&gt;When setting up the device:&lt;/P&gt;&lt;FONT size=2&gt;
&lt;DIV style="BACKGROUND-COLOR:white;"&gt;
&lt;DIV style="PADDING-RIGHT:2px;OVERFLOW-Y:hidden;PADDING-LEFT:8px;PADDING-BOTTOM:2px;MARGIN:0px;OVERFLOW:scroll;WIDTH:505px;PADDING-TOP:2px;BACKGROUND-COLOR:white;"&gt;&lt;PRE&gt;&lt;SPAN style="FONT-WEIGHT:normal;FONT-SIZE:11px;COLOR:black;FONT-FAMILY:Courier New;BACKGROUND-COLOR:transparent;"&gt;D3DX10CreateFont( mDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH &lt;SPAN style="FONT-WEIGHT:normal;FONT-SIZE:11px;COLOR:red;FONT-FAMILY:Courier New;BACKGROUND-COLOR:transparent;"&gt;|&lt;/SPAN&gt; FF_DONTCARE, &lt;SPAN style="FONT-WEIGHT:normal;FONT-SIZE:11px;COLOR:#666666;FONT-FAMILY:Courier New;BACKGROUND-COLOR:#e4e4e4;"&gt;"Arial"&lt;/SPAN&gt;, &amp;amp;mFont );&lt;BR&gt;&lt;BR&gt;D3DX10CreateSprite(mDevice,512,&amp;amp;mFontSprite);&lt;/SPAN&gt;&lt;/PRE&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;/FONT&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;FONT color=#000080 size=1&gt;&lt;/FONT&gt;&lt;FONT size=2&gt;&lt;/P&gt;
&lt;P&gt;When rendering:&lt;/P&gt;&lt;FONT color=#000080 size=1&gt;
&lt;P&gt;&lt;/FONT&gt;&lt;FONT size=2&gt;&amp;nbsp;&lt;/P&gt;
&lt;DIV style="BACKGROUND-COLOR:white;"&gt;
&lt;DIV style="PADDING-RIGHT:2px;OVERFLOW-Y:hidden;PADDING-LEFT:8px;PADDING-BOTTOM:2px;MARGIN:0px;OVERFLOW:scroll;WIDTH:505px;PADDING-TOP:2px;BACKGROUND-COLOR:white;"&gt;&lt;PRE&gt;&lt;SPAN style="FONT-WEIGHT:normal;FONT-SIZE:11px;COLOR:black;FONT-FAMILY:Courier New;BACKGROUND-COLOR:transparent;"&gt;mFontSprite-&amp;gt;Begin( D3DX10_SPRITE_SORT_TEXTURE );&lt;BR&gt;&lt;BR&gt; RECT rc;&lt;BR&gt; rc.left=20;&lt;BR&gt; rc.right=100;&lt;BR&gt; rc.top=20;&lt;BR&gt; rc.bottom=100;&lt;BR&gt; mFont-&amp;gt;DrawText(mFontSprite,&lt;SPAN style="FONT-WEIGHT:normal;FONT-SIZE:11px;COLOR:#666666;FONT-FAMILY:Courier New;BACKGROUND-COLOR:#e4e4e4;"&gt;"Hello World"&lt;/SPAN&gt;,11,&amp;amp;rc,DT_NOCLIP,D3DXCOLOR(0.0,1.0f,0.0,1.0));&lt;BR&gt;&lt;BR&gt;mFontSprite-&amp;gt;End();&lt;/SPAN&gt;&lt;/PRE&gt;&lt;/DIV&gt;&lt;/DIV&gt;
&lt;P&gt;
&lt;P&gt;&lt;FONT color=#000080 size=1&gt;&lt;/FONT&gt;&lt;/P&gt;When looking at DXUT I noticed they create a ID3D10BlendState on setup and then before calling End() on the sprite they set the font Blendstate via OMSetBlendState. Then after calling the End() they set the original Blendstate. Tried that and it didn't work.&lt;/P&gt;
&lt;P&gt;&lt;FONT size=2&gt;Is there&amp;nbsp;something else I need to do in order for the text and polygons to get render together? Is there anything I need to add to the shader file (e.g SetBlendState) ?&lt;/FONT&gt;&lt;/P&gt;
&lt;P&gt;&lt;FONT size=2&gt;&amp;nbsp;&lt;/P&gt;&lt;/FONT&gt;&lt;/FONT&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;/FONT&gt;</description></item><item><title>DepthStencil</title><link>http://forums.xna.com/forums/thread/244337.aspx</link><pubDate>Tue, 27 Oct 2009 20:34:13 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:244337</guid><dc:creator>Xtro</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/244337.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=244337</wfw:commentRss><description>&lt;span style="color:#000000;font-family:verdana, arial;"&gt;Hi, I am using SlimDX library and I have a strange problem.&lt;br /&gt;&lt;br /&gt;I try to add a depth buffer for the MiniTri demo in the SlimDX Open source code but when do that the program shows only a black screen. No triangle is drawn with depth buffer. &lt;br /&gt;&lt;br /&gt;I just add this code block after the outputmerger.settarget method line.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Texture2DDescription DepthStencilDescription = new Texture2DDescription();&lt;br /&gt;DepthStencilDescription.Width = desc.ModeDescription.Width;&lt;br /&gt;DepthStencilDescription.Height = desc.ModeDescription.Height;&lt;br /&gt;DepthStencilDescription.MipLevels = 1;&lt;br /&gt;DepthStencilDescription.ArraySize = 1;&lt;br /&gt;DepthStencilDescription.Format = Format.D32_Float;&lt;br /&gt;DepthStencilDescription.SampleDescription = desc.SampleDescription;&lt;br /&gt;DepthStencilDescription.Usage = ResourceUsage.Default;&lt;br /&gt;DepthStencilDescription.BindFlags = BindFlags.DepthStencil;&lt;br /&gt;DepthStencilDescription.CpuAccessFlags = CpuAccessFlags.None;&lt;br /&gt;DepthStencilDescription.OptionFlags = ResourceOptionFlags.None;&lt;br /&gt;&lt;br /&gt;Texture2D DepthStencil = new Texture2D(device, DepthStencilDescription);&lt;br /&gt;DepthStencilView DepthStencilView = new DepthStencilView(device, DepthStencil);&lt;br /&gt;&lt;br /&gt;device.OutputMerger.SetTargets(DepthStencilView);&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;every thing stays unchanged in the SlimDX&amp;#39;s MiniTri demo and it doesn&amp;#39;t draw anymore.&lt;br /&gt;&lt;br /&gt;Any ideas ?&lt;/span&gt;</description></item><item><title>copying rendertarget or backbuffer between two graphic cards</title><link>http://forums.xna.com/forums/thread/247637.aspx</link><pubDate>Wed, 04 Nov 2009 20:00:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:247637</guid><dc:creator>Gregory Jaegy</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/247637.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=247637</wfw:commentRss><description>&lt;div&gt;&lt;div&gt;Hi,&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I have a PC with 4 monitors connected (2x GTX285 cards). The rendering engine is based on D3D10.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The first 3 screens are rendering a seamless view, so that the 3 screens seem to be one single screen.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;On the 4th screen, I would like to display the content of the 3 first screens:&lt;/div&gt;&lt;/div&gt;&lt;img alt="" src="http://g.jaegy.free.fr/_divers/screen.png" /&gt;&lt;div&gt;&lt;div&gt;Now, I am not sure what the most performant way of doing it. The options I can see are the following:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;- when rendering screen 4, render the content of the 3 first screens once again in 3 render targets, and display them by rendering 3 quads&lt;/div&gt;&lt;div&gt;- re-use the content of the 3 first screens, in order to avoid to render the scene again. However, this leads to a problem, as the first two screens are linked to another physical graphic card, and therefore there is no way of accessing the backbuffer of the first card from the second card, without having to transfer the data on the CPU...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Does anyone see another option ? I have read something about shared textures, not sure how to use them and if this actually works...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks a lot.&lt;/div&gt;&lt;div&gt;Greg&lt;/div&gt;&lt;/div&gt;</description></item><item><title>D3DX10CreateTextureFromFile and problems with 3D textures</title><link>http://forums.xna.com/forums/thread/242803.aspx</link><pubDate>Sat, 24 Oct 2009 13:02:32 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:242803</guid><dc:creator>n3Xus</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/242803.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=242803</wfw:commentRss><description>&lt;span style="color:#000000;font-family:verdana, arial;"&gt;Hello,&lt;br /&gt;&lt;br /&gt;I&amp;#39;m using the D3DX10CreateShaderResourceViewFromFileA function to load a 3D texture from file but it&amp;#39;s not working correctly. I&amp;#39;ve been using this function to load 3D textures in the past in another project and it worked fine...&lt;br /&gt;&lt;br /&gt;The problem is that all volume slices have the same texture as the 1st slice, but the mip maps look like they are made from the other texture (the one that should be as the 2nd slice, but isn&amp;#39;t).&lt;br /&gt;&lt;br /&gt;I&amp;#39;m using Photoshop and nVidia&amp;#39;s dds texture tool to make separate volume slices then I use the DxTex tool that comes with the DX SDK to make the volume texture.&lt;/span&gt;&lt;div&gt;&lt;span style="color:#000000;font-family:verdana, arial;"&gt; I&amp;#39;ve tried the texconvex.exe to convert the volume texture I made with dxTex tool to the &amp;quot;correct&amp;quot; format but it still doesn&amp;#39;t work. Maybe the dxTex tool uses &amp;quot;old&amp;quot; format to store 3d textures (when I load the texture converted by the texconvex program there are some artifacts in the texture).&lt;br /&gt;&lt;br /&gt;Are there any other tools that can save a 3d texture to a dds format (the dds tool for photoshop by nvidia doesn&amp;#39;t support it), there is the phoshop plugin that comes with the DX sdk but I have no idea how to export volume textures from it (I tried two layers as I though it will use them as depth layers for volume textures but it didn&amp;#39;t work).&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family:verdana, arial;color:#000000;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family:verdana, arial;color:#000000;"&gt;Anyone had similar problems?&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family:verdana, arial;color:#000000;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="color:#000000;font-family:verdana, arial;"&gt;I&amp;#39;ve also been trying to Map/Unmap the 3d texture without much success, both layers share the same texture(the textures is a 128x128x2, so I just made a simple loop to fill the 1st layer with values from 0-127 and the 2nd one with 128-255).&lt;br /&gt;&lt;br /&gt;Does anyone maybe have a sample of mapping a 3d texture?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;</description></item><item><title>EffectPools_2008 Sample</title><link>http://forums.xna.com/forums/thread/118373.aspx</link><pubDate>Sat, 13 Dec 2008 16:33:40 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:118373</guid><dc:creator>OmerCAKIR</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/118373.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=118373</wfw:commentRss><description>Hi,&lt;br /&gt;
&lt;br /&gt;
I compiled and run all samples of DXSDK November 2008 but EffectPools sample. It gives an error like this:&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size:10px;"&gt;
&lt;p&gt;&amp;#39;fxc&amp;#39; is not recognized as an internal or external command&lt;br /&gt;
&lt;br /&gt;
My OS is Vista and GPU is 9800GTX+.&lt;br /&gt;
&lt;br /&gt;
Could u help me?&lt;/p&gt;
&lt;/span&gt;
</description></item><item><title>full screen issues</title><link>http://forums.xna.com/forums/thread/241518.aspx</link><pubDate>Wed, 21 Oct 2009 21:40:26 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:241518</guid><dc:creator>Sarriss</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/241518.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=241518</wfw:commentRss><description>A fantastic issue that im not sure how to solve&lt;br /&gt;
&lt;br /&gt;
I have a standard WINAPI window, standard DX10 init code, that works in windowed perfectly.&lt;br /&gt;
&lt;br /&gt;
as soon as i tried to run it full screen it crashes but stays full
screen, the only way for me to escape it is to cntrl-alt-del and close
visual studio down.&lt;br /&gt;
&lt;br /&gt;
and i do have the postquitemessage(0); tied to the escape key&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
here is my desc&lt;br /&gt;
// Create the clear the DXGI_SWAP_CHAIN_DESC structure&lt;br /&gt;
DXGI_SWAP_CHAIN_DESC swapChainDesc;&lt;br /&gt;
ZeroMemory(&amp;amp;swapChainDesc, sizeof(swapChainDesc));&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Fill in the needed values&lt;br /&gt;
swapChainDesc.BufferCount = 1;&lt;br /&gt;
swapChainDesc.BufferDesc.Width = WIDTH;&lt;br /&gt;
swapChainDesc.BufferDesc.Height = HEIGHT;&lt;br /&gt;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;&lt;br /&gt;
//swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;&lt;br /&gt;
//swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;&lt;br /&gt;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;&lt;br /&gt;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;&lt;br /&gt;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;&lt;br /&gt;
swapChainDesc.OutputWindow = hWnd;&lt;br /&gt;
swapChainDesc.SampleDesc.Count = 1;&lt;br /&gt;
swapChainDesc.SampleDesc.Quality = 0;&lt;br /&gt;
//swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;&lt;br /&gt;
swapChainDesc.Windowed = false;&lt;br /&gt;
&lt;br /&gt;
.......&lt;br /&gt;
&lt;br /&gt;
// create and set the viewport&lt;br /&gt;
D3D10_VIEWPORT vp;&lt;br /&gt;
&lt;br /&gt;
vp.Width = WIDTH;&lt;br /&gt;
vp.Height = HEIGHT;&lt;br /&gt;
vp.MinDepth = 0.0f;&lt;br /&gt;
vp.MaxDepth = 1.0f;&lt;br /&gt;
vp.TopLeftX = 0;&lt;br /&gt;
vp.TopLeftY = 0;&lt;br /&gt;
&lt;br /&gt;
pD3DDevice-&amp;gt;RSSetViewports(1, &amp;amp;vp);&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Create the projection matrix based on the viewport&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//D3DXMatrixOrthoOffCenterLH(&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;amp;g_matProjection,&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;(float)vp.TopLeftX,&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;(float)vp.Width,&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;(float)vp.TopLeftY,&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;(float)vp.Height, &lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;0.1f, &lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;//&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;10);&lt;br /&gt;
&lt;br /&gt;
I presume it has to be in there somewhere, ive commented out some of the stuff that i added in later.&lt;br /&gt;
&lt;br /&gt;
any help would be had&lt;br /&gt;
&lt;br /&gt;
regards&lt;br /&gt;
Sarriss</description></item><item><title>Strange Shader Issue HLSL</title><link>http://forums.xna.com/forums/thread/242219.aspx</link><pubDate>Fri, 23 Oct 2009 04:06:24 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:242219</guid><dc:creator>Justin Le Clair</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/242219.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=242219</wfw:commentRss><description>Hello,&lt;br /&gt;
I&amp;#39;ve been adding some simple fog code to all my shaders for my current project, and I&amp;#39;ve been successful up until now when I&amp;#39;m trying to add it to my billboarded trees.&lt;br /&gt;
&lt;br /&gt;
Through debugging I&amp;#39;m getting this really weird phenomenon.&lt;br /&gt;
&lt;br /&gt;
in my pixel shader when I have the code&lt;br /&gt;
&lt;br /&gt;
BBPixelToFrame BillboardPS(BBVertexToPixel PSIn) : COLOR0&lt;br /&gt;
{&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;BBPixelToFrame Output = (BBPixelToFrame)0;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;Output.Color = tex2D(textureSampler, PSIn.TexCoord);&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;float4 dullColor2 = float4(.875f, 0.95f, .973f, 1);&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;float Distance = .5f;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; //ordinarily it would be distance(xCamPos,PSIn.Position) or something and I would divide and clamp it&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Output.Color = lerp(Output.Color, dullColor2,Distance); &lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;return Output;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
It shades the Trees Fine&lt;br /&gt;
However when I change &amp;quot;float Distance = .5f;&amp;quot; to &amp;quot;float Distance = (1/2)&amp;quot; it doesn&amp;#39;t shade the images at all.&lt;br /&gt;
&lt;br /&gt;
BBPixelToFrame BillboardPS(BBVertexToPixel PSIn) : COLOR0&lt;br /&gt;
{&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;BBPixelToFrame Output = (BBPixelToFrame)0;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;Output.Color = tex2D(textureSampler, PSIn.TexCoord);&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;float4 dullColor2 = float4(.875f, 0.95f, .973f, 1);&lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;float Distance = (1/2);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Output.Color = lerp(Output.Color, dullColor2,Distance); &lt;br /&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;return Output;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
This makes no sense to me.... as this has never been a problem in my other shaders&lt;br /&gt;
&lt;br /&gt;
-Thanks for any help,&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Justin</description></item><item><title>DX10 Code Organization</title><link>http://forums.xna.com/forums/thread/238600.aspx</link><pubDate>Thu, 15 Oct 2009 03:32:10 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:238600</guid><dc:creator>Soulfingers</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/238600.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=238600</wfw:commentRss><description>Hey everyone,&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I&amp;#39;m just getting into DirectX starting with 10.0, and have been going through a whackload of tutorials both on and offline.  The one thing I&amp;#39;ve been noticing is a total lack of structure in all of these tutorials, where everything is thrown into the winMain.cpp.  I thought about creating a manager class to handle the Direct3D initialization, and rendering and what not, but I&amp;#39;m not quite sure if this is the best way to go.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I just wondering what kind of practices you seasoned vets use when setting up your projects.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks folks.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description></item><item><title>How do I pass an ID3D10Device ptr to inprocess ATL COM object and have it work</title><link>http://forums.xna.com/forums/thread/235502.aspx</link><pubDate>Wed, 07 Oct 2009 17:04:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:235502</guid><dc:creator>CombIntel</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/235502.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=235502</wfw:commentRss><description>&lt;p&gt;&lt;span style="background-color:#f4f7f5;"&gt;I&amp;#39;ve tried to pass the D3D10Device interface as an IUnknown and cast it to a CComPtr in an inprocess COM DLL but calls on the ptr fail.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="background-color:#f4f7f5;"&gt;I also tried to pass the D3D10Device interface as an IUnknown and cast it back to a &lt;span style="background-color:#f4f7f5;"&gt;D3D10Device &lt;/span&gt;interface and calls on the ptr fail.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
My goal is to have separate DLLs manage parts of a frame: stars in one DLL, sun in another, earth terrain in a third.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size:13px;"&gt;Ex:
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;   hr = DXUTCreateBox( pIDevice, P1, P2, P3, &amp;amp;m_pMesh );&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;The error msg is an access violation on some hidden ptr in directx with a zero value.  No hr is returned.&lt;br /&gt;
&lt;br /&gt;
If I keep everything inprocess, I don&amp;#39;t see why directx should care.&lt;br /&gt;
&lt;br /&gt;
Can anyone help? &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>DirectX10 SwapChain Shared Resource</title><link>http://forums.xna.com/forums/thread/231919.aspx</link><pubDate>Mon, 28 Sep 2009 20:47:35 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:231919</guid><dc:creator>damcclos</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/231919.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=231919</wfw:commentRss><description>I have a need to have create a swapchain with the usage flag DXGI_USAGE_SHARED. I am able to successfully create the swap chain and have no problems using the swapchain regular. However, when I try to access the shared handle, I get S_OK and a NULL shared handle.&lt;br /&gt;
&lt;br /&gt;
Here is the code.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size:13px;"&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;&lt;span style="color:#008000;font-size:13px;"&gt;// Get the swapchain&amp;#39;s back buffer&lt;br /&gt;
&lt;/span&gt;&lt;span style="font-size:13px;"&gt;IDXGIResource * SharedBackBuffer;&lt;br /&gt;
SwapChain-&amp;gt;GetBuffer(0, &lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;__uuidof&lt;/span&gt;&lt;span style="font-size:13px;"&gt;(IDXGIResource), &lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;reinterpret_cast&lt;/span&gt;&lt;span style="font-size:13px;"&gt;&amp;lt;&lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;void&lt;/span&gt;&lt;span style="font-size:13px;"&gt;**&amp;gt;(&amp;amp;SharedBackBuffer));&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style="color:#008000;font-size:13px;"&gt;// Obtain the handle to the surface&lt;br /&gt;
&lt;/span&gt;&lt;span style="font-size:13px;"&gt;HANDLE SharedHandle;&lt;br /&gt;
SharedBackBuffer-&amp;gt;GetSharedHandle(&amp;amp;SharedHandle);&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span style="color:#008000;font-size:13px;"&gt;// Open the resource in our device and create the view to use the object&lt;br /&gt;
&lt;/span&gt;&lt;span style="font-size:13px;"&gt;ID3D10Texture2D * BackBuffer;&lt;br /&gt;
m_Device-&amp;gt;OpenSharedResource(SharedHandle, &lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;__uuidof&lt;/span&gt;&lt;span style="font-size:13px;"&gt;(ID3D10Texture2D), &lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;reinterpret_cast&lt;/span&gt;&lt;span style="font-size:13px;"&gt;&amp;lt;&lt;/span&gt;&lt;span style="color:#0000ff;font-size:13px;"&gt;void&lt;/span&gt;&lt;span style="font-size:13px;"&gt;**&amp;gt;(&amp;amp;BackBuffer));&lt;br /&gt;
m_Device-&amp;gt;CreateRenderTargetView(BackBuffer, NULL, &amp;amp;Data-&amp;gt;BackbufferView);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SharedHandle is NULL and the return value of GetSharedHandle is S_OK. &lt;br /&gt;
&lt;br /&gt;
Any help here would be much appreciated.
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;</description></item><item><title>How to provoke D3D10 device lost</title><link>http://forums.xna.com/forums/thread/227622.aspx</link><pubDate>Fri, 18 Sep 2009 04:40:05 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:227622</guid><dc:creator>daVinci</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/227622.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=227622</wfw:commentRss><description>&lt;p&gt;I want to check how my app reacts to d3d &amp;#39;device lost&amp;#39;. I am searching how I may cause something to get one of the following:&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;DXGI_ERROR_DEVICE_HUNG &lt;/li&gt;
    &lt;li&gt;DXGI_ERROR_DEVICE_REMOVED &lt;/li&gt;
    &lt;li&gt;DXGI_ERROR_DEVICE_RESET &lt;/li&gt;
    &lt;li&gt;DXGI_ERROR_DRIVER_INTERNAL_ERROR &lt;/li&gt;
    &lt;li&gt;DXGI_ERROR_INVALID_CALL &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;using GetDeviceRemovedReason();&lt;/p&gt;</description></item><item><title>Alpha Blending</title><link>http://forums.xna.com/forums/thread/226152.aspx</link><pubDate>Mon, 14 Sep 2009 04:59:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:226152</guid><dc:creator>indes</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/226152.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=226152</wfw:commentRss><description>&lt;br /&gt;
&lt;br /&gt;
  I have a D3D10 Framework, and am attempting to create multiple levels of blending. &lt;br /&gt;
&lt;br /&gt;
 The problem is that I have to (of course) render in order, and the user can move anywhere in the scene.&lt;br /&gt;
&lt;br /&gt;
  This means that rendering order must either be adjusted to where the user is (to allow for proper blending) or ... ?&lt;br /&gt;
&lt;br /&gt;
 Is there a way to have objects that should have major alpha components get a second pass to deal with it properly rather than modify the rendering order??&lt;br /&gt;
&lt;br /&gt;
&lt;img alt="" src="http://img21.imageshack.us/img21/7131/problemus.png" /&gt; (the above should look more like a 3-set venn diagram.. not the 2-set it resembles now)</description></item><item><title>Textures and sprites</title><link>http://forums.xna.com/forums/thread/241015.aspx</link><pubDate>Tue, 20 Oct 2009 19:32:28 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:241015</guid><dc:creator>Sarriss</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/241015.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=241015</wfw:commentRss><description>hi all,&lt;br /&gt;
&lt;br /&gt;
Ive been starting dx10 after some time in 9, and the thing that seems to be getting to me is loading a simple 2d image, Ive managed that, after some time, but Im having problems with sprite sheets, there isnt much on it in directx 10.&lt;br /&gt;
&lt;br /&gt;
I used to do it in dx9, but dx10 has changed everything with the use of HLSL stuff etc, I dont know where to stick in the code:&lt;br /&gt;
&lt;br /&gt;
Take the image co-ordinates of(0,0) to (10,10) and draw it in this square, &lt;br /&gt;
its all this 1.0f 0.0f type percentages,etc,&lt;br /&gt;
&lt;br /&gt;
what I want to know is in DX10 how to do something that can take
co-ordinates off an image and draw whats in those co-ords in a square
so i can animate it?&lt;br /&gt;
&lt;br /&gt;
no where I have found has shown how to do that and its driving me nuts&lt;br /&gt;
&lt;br /&gt;
so if anyone can throw some help this way it would be much appreiciated&lt;br /&gt;
&lt;br /&gt;
Regards&lt;br /&gt;
Sarriss&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>FindClosestMatchingMode() under Windows 7</title><link>http://forums.xna.com/forums/thread/228673.aspx</link><pubDate>Mon, 21 Sep 2009 08:21:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:228673</guid><dc:creator>Gregory Jaegy</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/228673.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=228673</wfw:commentRss><description>Hi,&lt;br /&gt;
&lt;br /&gt;
while running a debug version of our app on Windows 7 x64, I have noticed that a call to FindClosestMatchingMode() produced a lot of messages in the debug output window.&lt;br /&gt;
&lt;br /&gt;
I get more than 400 of these messages for a single call (with different formats checked for I guess):&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;D3D10: INFO: ID3D10Device::CheckFormatSupport: Format B8G8R8A8_UNORM, while present in DXGI, is deprecated and not available in D3D10+. [ MISCELLANEOUS INFO #321: CHECKFORMATSUPPORT_FORMAT_DEPRECATED ]&lt;/em&gt;&lt;br /&gt;
&lt;br /&gt;
Any idea why ?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
Gregory</description></item><item><title>the direct X 11 in winXp</title><link>http://forums.xna.com/forums/thread/239629.aspx</link><pubDate>Sat, 17 Oct 2009 15:24:01 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:239629</guid><dc:creator>iozk</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/239629.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=239629</wfw:commentRss><description>hi i want install the direct X 11 in win Xp but i read that only works in winVista do you know any way for install and works with this i install it but no have the Direct3D&lt;br /&gt;</description></item><item><title>Very advanced, screenshot at startup, DX10</title><link>http://forums.xna.com/forums/thread/237063.aspx</link><pubDate>Sun, 11 Oct 2009 20:11:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237063</guid><dc:creator>JonRambo</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/237063.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=237063</wfw:commentRss><description>&lt;p&gt;Thank you for reading my post,&lt;br /&gt;
&lt;br /&gt;
Just getting to know the DX10 SDK;    My first project is an intro to a game dubbed &amp;quot;The Epic of Gilgamesh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Id like to make a short intro. I would like the players desktop to open up to theatrical sounds and lights of the game title emerging from there desktop.&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m sure everyone will be doing it once I do it first(or second who knows, its probably been done).&lt;br /&gt;
&lt;br /&gt;
I need advice on how to capture the desktop as one of the first things the application does at startup, hopefully before any devices are initialized that could cause screen flicker.&lt;br /&gt;
&lt;br /&gt;
My device initialize method cut and paste directly from a DX10 example:&lt;/p&gt;
&lt;div style="border:#7f9db9 1px solid;background-color:white;font-family:courier new;font-size:11px;overflow:auto;"&gt;
&lt;table style="border-bottom:#eee 0px solid;border-right-width:0px;background-color:#fff;margin:2px 0px;width:99%;border-collapse:collapse;border-top-width:0px;border-left-width:0px;" cellspacing="0" cellpadding="0"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;HRESULT DX10::InitDevice()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    HRESULT hr = S_OK;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    RECT rc;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    GetClientRect( g_hWnd, &amp;amp;rc );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    UINT width = rc.right - rc.left;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    UINT height = rc.bottom - rc.top;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    UINT createDeviceFlags = 0; &lt;span style="color:gray;"&gt;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:gray;"&gt;#ifdef _DEBUG &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; &lt;span style="color:gray;"&gt;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:gray;"&gt;#endif &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    D3D10_DRIVER_TYPE driverTypes[] =  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        D3D10_DRIVER_TYPE_HARDWARE,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        D3D10_DRIVER_TYPE_REFERENCE,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    };  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    UINT numDriverTypes = &lt;span style="color:blue;"&gt;sizeof&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( driverTypes ) / &lt;/span&gt;&lt;span style="color:blue;"&gt;sizeof&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( driverTypes[0] );  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    DXGI_SWAP_CHAIN_DESC sd;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    ZeroMemory( &amp;amp;sd, &lt;span style="color:blue;"&gt;sizeof&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( sd ) );  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.BufferCount = 1;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    sd.BufferDesc.Width = width;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.BufferDesc.Height = height;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.BufferDesc.RefreshRate.Numerator = 60;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    sd.BufferDesc.RefreshRate.Denominator = 1;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    sd.OutputWindow = g_hWnd;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.SampleDesc.Count = 1;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    sd.SampleDesc.Quality = 0;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    sd.Windowed = FALSE;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:blue;"&gt;for&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( UINT driverTypeIndex = 0; driverTypeIndex &amp;lt; numDriverTypes; driverTypeIndex++ )  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        g_driverType = driverTypes[driverTypeIndex];  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            D3D10_SDK_VERSION, &amp;amp;sd, &amp;amp;g_pSwapChain, &amp;amp;g_pd3dDevice );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( SUCCEEDED( hr ) )  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:blue;"&gt;break&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( FAILED( hr ) )  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt; hr;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:green;"&gt;// Create a render target view &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    ID3D10Texture2D* pBackBuffer;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    hr = g_pSwapChain-&amp;gt;GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&amp;amp;pBackBuffer );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( FAILED( hr ) )  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt; hr;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    hr = g_pd3dDevice-&amp;gt;CreateRenderTargetView( pBackBuffer, NULL, &amp;amp;g_pRenderTargetView );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    pBackBuffer-&amp;gt;Release();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;( FAILED( hr ) )  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt; hr;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    g_pd3dDevice-&amp;gt;OMSetRenderTargets( 1, &amp;amp;g_pRenderTargetView, NULL );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:green;"&gt;// Setup the view port &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    D3D10_VIEWPORT vp;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    vp.Width = width;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    vp.Height = height;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    vp.MinDepth = 0.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    vp.MaxDepth = 1.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    vp.TopLeftX = 0;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    vp.TopLeftY = 0;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    g_pd3dDevice-&amp;gt;RSSetViewports( 1, &amp;amp;vp );  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt; S_OK;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;} &lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
My goal is to use the desktop in my intro. A single screen shot of the desktop would suffice, I would like to capture the desktop and use it in my intro for a few frames.&lt;br /&gt;
&lt;br /&gt;
My platform is Vista 32bit and my SDK is DX10.&lt;br /&gt;
&lt;br /&gt;
Thanks again&lt;br /&gt;
Regards&lt;br /&gt;
JonRambo</description></item><item><title>Trying To Prevent ID3D10Device::CreateInputLayout() Crash</title><link>http://forums.xna.com/forums/thread/235096.aspx</link><pubDate>Tue, 06 Oct 2009 16:53:44 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:235096</guid><dc:creator>Doug Chism</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/235096.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=235096</wfw:commentRss><description>We have some bad art floating around our databases that has the incorrect technique set for the vertex layout. &lt;br /&gt;
&lt;br /&gt;
Im trying to find a way to catch this befire the ID3D10Device::CreateInputLayout() call to avoid a crash.&lt;br /&gt;
&lt;br /&gt;
The only information I can come up with, is the effect, the technique, and the pass information. &lt;br /&gt;
&lt;br /&gt;
However the pass description only contains this archaic pIAInputSignature, IAInputSignatureSize, which might as well be undefined since there is no explanation for what the parameters mean. &lt;br /&gt;
&lt;br /&gt;
The size variable does not seem to correspond to the vertex size. I tried it with a simple float4 position, and it was 88 bytes.&lt;br /&gt;
&lt;br /&gt;
Then I tried it with a float4 position, a float3 nomal and the size was 116 bytes.&lt;br /&gt;
&lt;br /&gt;
I tried it with a float4 position, and a float4 normal, and it was still 116 bytes.&lt;br /&gt;
&lt;br /&gt;
I switched the float4 normal with a float4 texcoord, and it was 120 bytes. &lt;br /&gt;
&lt;br /&gt;
In conclusion, that variable seems to be useless in determining whether or not my D3D10_INPUT_ELEMENT_DESC contains enough information to successfully pass the call to CreateInputLayout(). &lt;br /&gt;
&lt;br /&gt;
Anyone have any ideas? &lt;br /&gt;</description></item><item><title>Symbols for D3D10SDKLayers?</title><link>http://forums.xna.com/forums/thread/227380.aspx</link><pubDate>Thu, 17 Sep 2009 16:04:54 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:227380</guid><dc:creator>jkolb</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/227380.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=227380</wfw:commentRss><description>Without symbols for this file I can&amp;#39;t get the correct call stack when the debug runtime fires.&amp;nbsp; Are these located anywhere? (Using the August 09 SDK)&lt;br /&gt;</description></item><item><title>How do I setup the registry for the D3DX10: LEAK SUMMARY?</title><link>http://forums.xna.com/forums/thread/230969.aspx</link><pubDate>Sat, 26 Sep 2009 16:54:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:230969</guid><dc:creator>Yenian</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/230969.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=230969</wfw:commentRss><description>I&amp;#39;m a bit confused on this one.&amp;nbsp; When shutting down my application, it&amp;#39;s notifying me that I&amp;quot;m not cleaning up properly by saying:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;code&gt;
D3DX10: LEAK SUMMARY: 6 allocations unfreed (1568 bytes)&lt;br /&gt;
D3DX10: To debug, in registry set DWORD HKLM or HKCU\Software\Microsoft\Direct3D\&amp;lt;pick any key name&amp;gt;\D3DXBreakOnAllocId=0x1, and in chosen key set string Name=&amp;lt;full path to your .exe name&amp;gt;, optionally DWORD Size=&amp;lt;your .exe size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/code&gt;
How do actually set these correctly?&amp;nbsp; I&amp;#39;ve attempted to set these in my registry and I think I&amp;#39;ve got it right, but can anyone explain what the procedure should be and what kind of effect I should get once it&amp;#39;s actually setup correctly?&lt;br /&gt;</description></item><item><title>Something strange with August SDK</title><link>http://forums.xna.com/forums/thread/231307.aspx</link><pubDate>Sun, 27 Sep 2009 17:29:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:231307</guid><dc:creator>Xtro</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/231307.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=231307</wfw:commentRss><description>Hi,&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;my test application is drawing a simple colored triangle in d3d 10. I have just installed the august sdk and last slimdx version but now my render screen is empty. is there a known bug in new sdk or is there a code change that I have to do ?&lt;/div&gt;</description></item><item><title>HLSL Texture2DMSArray Load</title><link>http://forums.xna.com/forums/thread/227018.aspx</link><pubDate>Wed, 16 Sep 2009 16:22:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:227018</guid><dc:creator>Syx</dc:creator><slash:comments>6</slash:comments><comments>http://forums.xna.com/forums/thread/227018.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=29&amp;PostID=227018</wfw:commentRss><description>Hi Guys, I have a problem loading a single sub-pixel sample from a texture that is stored in multisampled texture array.&lt;br /&gt;
&lt;br /&gt;
I have:&lt;br /&gt;
Texture2DMSArray&amp;lt;float, OFB_SUBSAMPLE_COUNT&amp;gt; myTex; &lt;br /&gt;
&lt;br /&gt;
int2 location;&amp;nbsp;&amp;nbsp; // texel coordinate&lt;br /&gt;
int slice;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; // array index&lt;br /&gt;
int sample;&amp;nbsp;&amp;nbsp; // sample index (from 0 to 7)&lt;br /&gt;
&lt;br /&gt;
First of all, the documentation does not tell where to specify the array index. I assume, that it is given as last component of the location. However, that would mean that I have to pass an int3 for location, not an int2 as it says in the documentation:&lt;br /&gt;
&lt;br /&gt;
int2 offset = int2(0, 0);&lt;br /&gt;
float value = myTex.Load(int3(location, slice), offset, sample).x;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, I&amp;#39;m getting &lt;br /&gt;
error X3527: texture access must have literal offset and multisample index&lt;br /&gt;
&lt;br /&gt;
Any ideas?&lt;br /&gt;
&lt;br /&gt;</description></item></channel></rss>