The idea is to first finish painting in the background and than copying the final image to the frontbuffer. The backbuffer is some kind of mirror of the frontbuffer, but it is not visible. The frontbuffer typically reflects the window content. It has the same size (width and height) as the window and it uses the display resolution (bits per pixel) that’s assigned to the monitor that shows the window. The frontbuffer is the surface that is assigned to the window. Only those textures allocated in the Off-Screen Memory of the GPU are valid source textures and only textures allocated as a RenderTarget are valid destination textures. Textures can be rendered to other textures using the PixelShader of the GPU, but not all textures are available for the rendering hardware. Common Vision Blox Direct3D Processing uses textures in only one resolution.Īs with Surfaces the maximum size of textures is defined by the hardware driver and can be viewed in the DirectX panel in the control panel (refer above). In such a scenario it can first display the object in a lower resolution and as the object comes closer it switches to a higher resolution representation. The different sizes are used in computer games if an object moves in a scene and comes closer to the camera. Only those surfaces allocated in the Off-Screen Memory of the GPU are valid source surfaces and only surfaces allocated as a BlitTarget are valid destination surfaces.Ī texture is a stack of surfaces and used to store the images in different sizes. Surfaces can be copied to other surfaces using the Blitter of the GPU, but not all surfaces are accessible for the blitter hardware. The maximum size of textures and surfaces is shown in MaxTextureWidth and MaxTextureHeight. Select your graphics adapter and open the tree under D3D Device Types/HAL/Caps. This will open up a window like the one below. Or search for dxcapsviewer.exe on your system. To view them just open the DirectX panel of the control panel, select the DirectDraw tab and click the Caps Bits button. The restriction of the surface size can be found using the DirectX panel in the control panel. The size of a surface is limited by the hardware driver and can be created in either 8Bit monochrome, 16Bit monochrome, 24Bit color or 32Bit color format. This memory is called the Off-screen memory and it is used as a frame memory providing fast access via the GPU.ĬVB GPU Processing provides functions to copy image data to and from this memory.Ī surface represents a 2D image in a linear block of memory. All other objects created by the tool must be destroyed before the window is destroyed.Īs mentioned above, Common Vision Blox Direct3D Processing is mostly not used for display purposes, yet it provides functions to allocate images in the VGA memory that are not visible on the screen. The only restriction is that the lifetime of the window defines the lifetime of all generated Direct3D objects, meaning destroying the window handle that is used to create Direct3D should be the last task in the application. On the other hand displaying the image data is not the primary goal of this tool, so we can use any window handle used in our application to create Direct3D such as the main window handle. The primary idea of Direct3D is to render data to a window for display purposes.īecause of this Direct3D is always created for such a window handle and so this is required in CVB GPU Processing as well. While developing your own shaders you might need access to the reference of the High Level Shader language.Īlternatively you might want to install the SDK version of DirectX 9.0c that can be found here:Ī good introduction to DirectX that covers the different versions, especially DirectX 9.0c, can be found here: The SDK version is not required to execute an application using the CVB GPU Processing tool, nevertheless the runtimes of DirectX needs to be installed on the target system. The DirectX version used to build the CVB GPU Processing tool is 9.0c November 2005 and it’s available as a runtime installation as well as a SDK including all header and library files. This documentation concentrates on this interface and its link to Common Vision Blox images. Part of it is an engine used to render 3D scenes. It includes software interfaces to support video, graphic, audio and controller hardware. Directx was introduced by Microsoft as an API mainly used by game developers.
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