Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
CODE PROJECT For Those Who Code
  • Home
  • Articles
  • FAQ
Community
  1. Home
  2. General Programming
  3. C / C++ / MFC
  4. DirectX problem

DirectX problem

Scheduled Pinned Locked Moved C / C++ / MFC
graphicsgame-devdesignhelp
2 Posts 2 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • S Offline
    S Offline
    SteelModule
    wrote on last edited by
    #1

    I´m new to DirectX 8.1 and I have a problem in windowed mode. When I use SDI type app and tris are rendered in filled mode, when I resize a window, the app works correctly. Image stretches, but correctly, same way as OpenGL does. But when I switch to wireframe, all goes wrong. Lines appear thinner or thicker, as if you stretch a bitmap. In MDI, when I use additional swap chains, this problem occurs everytime, i.e. in filled mode. I use vertex buffer initialized in OnInitialUpdate(). Antialiasing is off.

    J 1 Reply Last reply
    0
    • S SteelModule

      I´m new to DirectX 8.1 and I have a problem in windowed mode. When I use SDI type app and tris are rendered in filled mode, when I resize a window, the app works correctly. Image stretches, but correctly, same way as OpenGL does. But when I switch to wireframe, all goes wrong. Lines appear thinner or thicker, as if you stretch a bitmap. In MDI, when I use additional swap chains, this problem occurs everytime, i.e. in filled mode. I use vertex buffer initialized in OnInitialUpdate(). Antialiasing is off.

      J Offline
      J Offline
      JWood
      wrote on last edited by
      #2

      So you are using Direct3D DM? You should realize that lines are actually very thin polygons in Direct3D - so as to minimize the calling structures. This may be the root of the problem. This sounds like you are transforming the viewport instead of the projection matrix as a response to changing of the window size. If not, There are also hardware accelerator problem sometimes - check to see if it does the same thing on a different video card - or turn off hardware acceleration in the Windows display options.

      1 Reply Last reply
      0
      Reply
      • Reply as topic
      Log in to reply
      • Oldest to Newest
      • Newest to Oldest
      • Most Votes


      • Login

      • Don't have an account? Register

      • Login or register to search.
      • First post
        Last post
      0
      • Categories
      • Recent
      • Tags
      • Popular
      • World
      • Users
      • Groups