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  • Re: DXGI::SwapChain::ResizeTarget not working

    [quote user="Christopher Pisz"]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 ...
    Posted to Direct3D 10 (Forum) by trogo on 6/9/2009
  • Re: Multiple buffering

    [quote user="Nightmare"]so the update thread does: - Wait for 'FrameTick' event - Update renderable object (fill the command que) - Fire 'BeginRender' event - Update non renderable objects - Wait for 'RenderComplete' event[/quote] So, with this algorithm, you are using just 1 buffer, ...
    Posted to Direct3D 10 (Forum) by trogo on 6/8/2009
  • Re: Multiple buffering

    OMG! Thank you a lot jwatte. Nowadays I am restructuring my codebase (switching it to OOP), so it will last some time until I implement this algorithm.
    Posted to Direct3D 10 (Forum) by trogo on 12/2/2008
  • Re: Multiple buffering

    [quote user="duodevil"]Hi trogo I wanna implement double buffering.. COuld u tell me hoe i can create a thread for rendering.. thank you [/quote] Sure. I have post the code about how the thread is created in pastebin.com. The same about how the threaded function here.
    Posted to Direct3D 10 (Forum) by trogo on 12/2/2008
  • Re: Multiple buffering

    [quote user="Brian Klamik"]The general concept of multibuffering is to have two pieces of data and ping-pong between the two, such that Update can concurrently generate data, while Render works on the previous data.n[/quote] This was what I refered to. any hint about how to achieve it?
    Posted to Direct3D 10 (Forum) by trogo on 10/23/2008
  • Re: Multiple buffering

    Ok, thank you.  I am interested in enabling parallelism between some threads (the typical Update/Render paradigm). Could you tell me some advice about it? The fact is that I have researched 'bout this, but every page I found talks about double buffer in DirectX 9. You know, the application updates one frame, while the runtime manages ...
    Posted to Direct3D 10 (Forum) by trogo on 8/19/2008
  • Multiple buffering

    Hello. My app uses a thread to render and the main thread to update. After see some Gamefest presentations, I am trying to implement multiple buffering. The fact is that when creating the swap-chain with more that 1 buffer (I assume that if introducing 1 as the BufferCount, it is the front-buffer) the performance is quite improved. So, is that ...
    Posted to Direct3D 10 (Forum) by trogo on 8/14/2008
  • Re: help wanted:Directx 10 problem.

    [quote user="The ZMan"]There is no such thing as the DX10 runtime - the only way to get it is to own Vista. Therefore he must have been trying to download the SDK, therefore its quite appropriate to point out that it won't work on his system.[/quote] DirectX runtime are the binary files executing on the system, the DirectX Redist ...
    Posted to Direct3D 10 (Forum) by trogo on 8/14/2008
  • Re: help wanted:Directx 10 problem.

    [quote user="The ZMan"]What are you trying to download - the SDK? That works for me.http://www.microsoft.com/downloads/details.aspx?FamilyID=86CF7FA2-E953-475C-ABDE-F016E4F7B61A&displaylang=en[/quote] I think he was trying to download the runtime. No need to say that it won't work on his system. [quote user="The ...
    Posted to Direct3D 10 (Forum) by trogo on 8/12/2008
  • Re: Get Unknown error when CreateTextureFromFile

    Just solved. The problem was that the bitmap file wasn't located on the directory it should be. Althought the linker puts the result files on one directory and executes it from there (what seems to me) the actual ''working directory'' is another one.
    Posted to Direct3D 10 (Forum) by trogo on 5/8/2008
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