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DirectX 9 engine Z-buffer not working with D3DImage


DirectX 9 engine Z-buffer not working with D3DImage

By : user2950508
Date : November 17 2020, 11:55 AM
fixed the issue. Will look into that further With EnableAutoDepthStencil set to TRUE, make sure CreateRenderTarget uses the same width and height as set in the presentation parameters
code :


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How can I use WPF's D3DImage with managed DirectX or XNA?

How can I use WPF's D3DImage with managed DirectX or XNA?


By : Alex
Date : March 29 2020, 07:55 AM
I wish did fix the issue. If you're looking for a managed way to do Direct3D programming, I would recommend SlimDX. It's an open source .NET wrapper over DirectX. Since managed DirectX is not being supported any longer by Microsoft, this is a good way to use managed code with D3D. It's updated quite frequently and I've had very good luck using it thus far. There's a thread here that talks about using SlimDX with D3DImage.
Will D3DImage + Media Foundation (EVR) provide better performance comparing to D3DImage + DirectShow (VMR9)?

Will D3DImage + Media Foundation (EVR) provide better performance comparing to D3DImage + DirectShow (VMR9)?


By : venu
Date : March 29 2020, 07:55 AM
will be helpful for those in need First of all, EVR could be used both with DirectShow and MediaFoundation. Here is a very good example project which combines WPF D3DImage, DirectShow and EVR: https://wpfmediakit.codeplex.com. It is even possible to toggle between EVR and VMR9 renderer in wpfmediakit and compare CPU usage.
In general, EVR is the best choice for Vista or later. Here is a simple guide for picking best DirectShow video renderer.
DirectX/C++ 3D Engine programming: Learn now, or wait for DirectX 12?

DirectX/C++ 3D Engine programming: Learn now, or wait for DirectX 12?


By : user3502414
Date : March 29 2020, 07:55 AM
will be helpful for those in need Think of DX12 as "DirectX without training wheels, without brakes, and at the moment maybe without tires".
It will be more than a 'few months' for DirectX 12 to have a rich set of tutorials, support libraries, best practices, rock-solid drivers, and widely deployed support in the operating system on end-users machines. It's "bleed edge" right now, and best consumed by GPU graphics programming experts actively working on titles and engines today who want to make sure it all works.
WPF-DirectX Interop Problem (D3DImage)

WPF-DirectX Interop Problem (D3DImage)


By : yi wang
Date : March 29 2020, 07:55 AM
it fixes the issue There is global static method called "CompositionTarget.Rendering". Add an event to that and every time WPF renders that method will be called before WPF presents(the FPS can vary though). So just updated your renderTarget accordingly. There might be a better way, but i'm not aware of it.
NOTE:: Also for D3DImage on WindowsXP you use a D3D9 device with a lockable renderTarget while on Vista/7 you use a D3D9Ex device with a non-lockable renderTarget. Just a note.
WPF and DirectX 11 via D3DImage

WPF and DirectX 11 via D3DImage


By : Thai Luu
Date : March 29 2020, 07:55 AM
wish of those help I used wrong format for the vertex buffer layout. I used DXGI_FORMAT_B8G8R8A8_UNORM, but have to use DXGI_FORMAT_R32G32B32_FLOAT in my case.
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