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  • Effect Variables - Default Values

    Couple of questions about effect variables: 1) If I write a default value in an HLSL effect, when is that variable set to that value? When the effect is created? Everytime a pass from a technique within that effect is bound? Immediatly after a technique is rendered? (this is what would make sense along with at creation!) 2) Suppose I ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 5/7/2009
  • DXGI::SwapChain::ResizeTarget not working

    I've made progress with DXGI after struggling for 2 months now. However, I cannot get DXGI::SwapChain::ResizeTarget to do its job! Calling this method seems to have no effect on my application. I have been trying for months on figuring out a way to tell DXGI to use a given fullscreen resolution when switching from windowed back to ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 4/9/2009
  • Re: Does an IDXGIFactory object manage its swap chain objects?

    The docs clearly state that releasing a swapchain in fullscreen mode will cause an exception. You must switch to windowed mode and then release using SetFullscreenState.
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 3/28/2009
  • Query for desktop refresh rate

    In reading the MSDN about DXGI and DX10, it informs me that I must set the refresh rate to exactly match an enumerated refresh rate or suffer severe performance penalties. Well, the enumerated refresh rates, I assume are for when you are going to a full screen mode. However, even when you create a swapchain for windowed mode, you must still set ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 2/19/2009
  • Display Mode Questions

    I have a slew of questions after working through enumerating adapters and display modes. I am working in DX10, but I do not know if that matters. 1) When enumerating display modes you get them by monitor. 1.1) Should I even make it an option to go fullscreen on a different monitor than the primary? 1.1.1) How do you tell which monitor IS ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 2/19/2009
  • Re: Get Input description from a pass or technique

    Ok, since noone seems to know how to do this, I figure I will share my findings. After a full week of pooring through the docs and asking on several forums to no avail, I have finally devised a way to query a pass for the input layout it expects. So, when I create my renderable object it is going to create one vertex buffer for each vertex ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 1/28/2009
  • Get Input description from a pass or technique

    I have a need to get a description of what input layout a pass expects. Everything I've seen in examples and in the SDK gives no hint to this. However, advanced techniques are arising where I may have multistreamed data and would like to provide only the array of vertex buffers that a pass requires instead of being inefficient and passing all ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 1/27/2009
  • Re: Check texture for alpha

    Another way I thought of was to request it be loaded in R32G32B32A32 format, check that it got loaded in R32G32B32A32, iterate through the data, check each pixel for alpha != 1 That is also pretty computationally expensive, even if it is at init time. Anyone have better ideas?
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 1/1/2009
  • Check texture for alpha

    Is there an easy way to check if a teture includes alpha information? Something cleaner than: if( texDesc.Format == DXGI_FORMAT_R32G32B32A32_TYPELESS ||       texDesc.Format == DXGI_FORMAT_R32G32B32A32_FLOAT    ||   ...
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 12/29/2008
  • Re: UVs problem - Convert from RH system to LH system?

    Ok, thanks. I am using D3DX to load the image, which means that I must change the V coords because of how D3DX loads it.
    Posted to Direct3D 10 (Forum) by Christopher Pisz on 8/30/2008
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