Recent content by deepavs

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    Multimedia Timer in GPU

    I am using two timers for rendering to two windows using GPU. If i use two Multimedia timers or two SetTimers, images are rendered. But if i use one MM timer for one window and SetTimer for another at a time, GPU not rendering. Is there any problem in using SetTimer and MM timer at a time in GPU?
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    Pixel shader compilation error

    Error message is "Shader uses texture addressing operations in a dependency chain that is too complex for the target shader model (ps_2_0) to handle"
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    Pixel shader compilation error

    Return value of D3DXCompileShaderFromFile() is not D3D_OK. uisng ps_2_0 float2 A = float2( u, v + 0.1 ); also fails
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    Pixel shader compilation error

    I have a pixel shader as follows. sampler temp1; sampler temp2; sampler temp3; sampler temp4; PS_OUTPUT main( VS_OUTPUT IN ) { PS_OUTPUT OUT; float u = IN.texcoord0.x; float v = IN.texcoord0.y ; float2 A = { u, v + 0.1 }; float4 val1 = tex2D( temp1, A )...
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    GPU resources at run time

    Is there any tool to know the GPU resources at run time, i mean the total GPU memeory currently used by the application. :smile:
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    Porting directx to MFC

    I use multimedia timers http://www.codeguru.com/Cpp/G-M/multimedia/timers/article.php/c1581/ For m/c with NVidia, its showing 200 above fps with 0-1% cpu but for Radeon X700, its getting only 64fps with 12% and as the timer decremented, fps increases along with CPU usage.
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    Porting directx to MFC

    I ported my directx application to MFC wizard. while creating device, i made VSync off as follows d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; Now while rendering using infinite while loop, i got above 200 fps . But if I try to render using timer with 5ms, it shows only...
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    Save as JPG

    :grin: Updated SDK!!!! it really works....thanks a lot
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    Save as JPG

    can u explain what is managed and unmanaged D3D. I am using D3D9.
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    Save as JPG

    1. nothing in special relating to this 2. g_desc.Height = 400 g_desc.Width = 500, interchanging not occuring any where as this code is used for saving bmp
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    Save as JPG

    sorry...i dont know how to load the image :sad:
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    Save as JPG

    i changed the code as LPDIRECT3DSURFACE9 pRenderTarget=NULL; // get the render target surface. m_pd3dDevice->GetRenderTarget(0, &pRenderTarget); //save its contents to a bitmap file. hr = D3DXSaveSurfaceToFile("c:\\file.jpg", D3DXIFF_JPG, pRenderTarget, NULL, NULL); hr =...
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    Save as JPG

    Hi, I tried to copy the backbuffer as JPG. This is my code LPDIRECT3DSURFACE9 pRenderTarget=NULL; LPDIRECT3DSURFACE9 pDestTarget; LPDIRECT3DTEXTURE9 pTexture; D3DSURFACE_DESC g_desc; // get the render target surface. m_pd3dDevice->GetRenderTarget(0, &pRenderTarget)...
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    Sharing texture

    ss. I think i have to drop the different application concept. Thank you for the help and will be back soon with other thread. :lol:
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