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View Full Version : What's the DX8 function(s) for NVIDIA compatible screenshots


Arun
30-Jan-2004, 20:21
Hey everyone,

Anyone here knows what's the DirectX8 function to read the framebuffer or simply grab a screenshot in a way which works with NVIDIA and 3DFX's (M/S)SAA techniques?
IIRC, the standard way only gave you the first AA sample on NVIDIA hardware.

Also, I know I'm being annoying by asking DX8 and not DX9, but I want to use DX8 for very specific reasons, and I'd highly prefer not to switch to DX9 for that program :(


Uttar

Demirug
30-Jan-2004, 20:52
try this function:

http://msdn.microsoft.com/archive/en-us/dx81_c/directx_cpp/Graphics/Reference/CPP/D3D/Interfaces/IDirect3DDevice8/GetFrontBuffer.asp?frame=true

The same function is still in DX9 and it works very well.

Arun
30-Jan-2004, 22:17
Thanks a bunch, that seems to be what I needed :) I'll implement it tommorow and see how it goes. Working on an AA test program, so obviously taking 1x AA screenshots wasn't an option ;) Hopefully, most people will agree my idea is rather untraditional, but we'll see.


Uttar

P.S.: Forgot to reply to your PM, will do so tommorow too.

Tim Murray
31-Jan-2004, 00:18
Thanks a bunch, that seems to be what I needed :) I'll implement it tommorow and see how it goes. Working on an AA test program, so obviously taking 1x AA screenshots wasn't an option ;) Hopefully, most people will agree my idea is rather untraditional, but we'll see.


Uttar

P.S.: Forgot to reply to your PM, will do so tommorow too.
*dances*

How long before it's ready? Or do I have to camp for you all day on MSN/ICQ again? :)

LeGreg
31-Jan-2004, 05:47
It's the *standard* way.

What other "standard" way where you thinking of ?

LeGreg

Miksu
03-Feb-2004, 07:20
You posted your findings but now the whole thread is gone. Any info about that?

Arun
05-Feb-2004, 17:04
You posted your findings but now the whole thread is gone. Any info about that?

Ah, no, I deleted it because I realized it was my mistake, not NVIDIA's fault at all. I do find the idea of SSAA operating on pixel lists strange, since that'd imply you'd move everything by an offset most likely, but it's certainly not a problem, and it's not really "fixable" either.


Uttar