index > Game Technologies: Graphics

Game Technologies: Graphics

• Draw without to use lock
• How I can quickly draw into texture with alpha? C#
• Meaningfull exception information
• Screenshot in windowed mode occluded by other windows!
• AudioVideoPlayback.Video.RenderToTexture() Problem
• Is there a bug in DrawIndexedPrimitives using a rendertarget?
• [GDI+] Getting the "reverse" matrix of a Transformation
• .x mesh file loading spend too much time, any solutions?
• WORLDVIEWPROJ semantic
• RE: dxt5 Image save
• 2D application using D3D - zoom and navigate
• combine c++ and c#
• Learning Direct X
• weird problem comparing two vertexbuffer
• vertex color doesnot work
• Shader data flow questions
• How to draw an arc between two points
• Tell the best way to store vertices....
• Very Very Simple but couldnt find out
• Software renderer for Managed DX9?
• August Update Developer Runtime
• how to display text mesh without lights.
• question on half vs float in hlsl
• Indexed vertex blending - MaxVertexBlendMatrixIndex
• WOW's BLP loading problem
• DirectX - Haven't a clue
• Performace: can't this thing draw any faster?
• PSP-like Background
• Exporting Max Cloth animation data and applying in game by vertex...
• DXT5 and Vb.net
• No Fixed Function At All?
• High Dynamic Range question...
• How create device without window?
• Reading texture from a stream
• Strange shader optimization bug.
• Video/Animation Playback.
• Problem with D3DTTFF_PROJECTED and texm*
• Hi, New Question... About CreateWindowex...
• Performance Question
• Extracting the transformation matrix for a subobject in a mesh
• Collusion Detection for different objects of same mesh file
• D3D_DEBUG_INFO
• Directx symbol files
• Shadow Volume Example
• How can I convert a DirectX surface to a bitmap?
• How make a DirectX app runs on Windows Forms (using C++)
• Problem with vertex/index buffers for rendering simple 2d quads -...
• really strange problem with pixel shader!
• Losing Background Surface
• OpenGL performance in 2.0
• A box wasnt shown
• Problems with zooming (2D-Text and Line-Class)
• Direct3D - how to render a simple bitmap ( Draw2D ) transparently...
• moving camera around the world.. like a 3D shoter first person lo...
• Designing and using a mesh with many subsets
• How to create a small 3D Universe?
• Beginner shader question - I'm missing something obvious
• SDK Error when running (Debugging) application
• Create an image with Direct3D
• how to get position(lines and columns) of a pixel from HLSL?
• get stencil buffer
• Multiple render resolutions for variuos renders
• Problem with GDI+
• Minimizing state changes on the GPU.
• Multi-sampling and MRT ???
• How to grab the screen picture and make a video
• HELP! sampler state not being set inside fragment file
• direct3d retained mode: upgrading to IDirect3DRM3 from IDirect3DR...
• texture fetch and shader math execution time in special cases
• Render to a Video output #_#
• XNA GameStudio Express: Calculate Normals
• C# + Direct3D -> DrawEllipse / FillEllipse ?
• Convert from OpenGL right-hand coordsys to Direct3D left-hand
• Direct3D Retained Mode Documentation
• z-order: best sort algorithm
• Can one fill a polygon with a transparent color
• Particles and programmable pipeline
• Generate D3D-Texture from System-Memory-Data ?
• using a .X file
• ComputeTangentFrameEx adds a lot of vertices?
• Getting unmanaged device pointer from MDX2.0 Direct3D device
• Swapping function
• Mesh.Save lost attributetable information
• SEHException on Device.Reset
• Problem creating a render target.
• Creating several Mesh-Objects from only one file.
• Terminating a Direct3D process.
• Help on some shader issues
• Very confuse lost device
• RegisterTemplates
• Matrix Scaling and Rotating on Meshes
• Problem with orthogonal projection
• Managed Direct3D Mobile - Does not load a mesh?
• Dramatic memory leak in DrawText
• ALPHABLEND Problem when using "Front to Back" order to ...
• Does DirectX have the OpenGL equivalent of Display lists?
• 2D FillRegion Performance on Large Region
• Problems with MDX 2.0
• Need an alpha blend which relates to something in the background
• Drastic FPS fall,when rendering QUAD
Articles 617
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