Createoffscreenplainsurface 失败
WebOct 5, 2024 · 如果方法成功,则返回值D3D_OK。 如果方法失败,则返回值可以是以下值:D3DERR_INVALIDCALL。 注解. D3DPOOL_SCRATCH将返回与 DirectX 8.x 方法 CreateImageSurface 创建的图面具有相同特征的图面。 D3DPOOL_DEFAULT是用于 IDirect3DDevice9::StretchRect 和 IDirect3DDevice9::ColorFill 的适当池。 http://doc.51windows.net/directx9_sdk/graphics/reference/d3d/interfaces/idirect3ddevice9/createoffscreenplainsurface.htm
Createoffscreenplainsurface 失败
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WebAug 7, 2009 · CreateOffscreenPlainSurface中的第三个参数要和d3dpp.BackBufferFormat保持一致 总结: 失败情况1:CreateOffscreenPlainSurface … WebJun 13, 2024 · CreateOffscreenPlainSurface ()的函数原型如下所示: ... Direct3DSurface9 GetDC失败的原因 1、创建设备时没有指定D3DPRESENTFLAG_LOCKABLE_BACKBUFFER标记。 2、创建LPDIRECT3DTEXTURE9 的时候:1、Format字段指定的格式中含有A分量, 2、Usage标记不是用的默认0 3 …
WebJul 8, 2006 · I created an array of IDirect3DSurface9 objects and in the constructor I loop through them all, setting them to NULL, like this: Graphics::Graphics() { ... for(int i=0; i<4; ++i) surfaces = NULL; } Then, in my Init() function, I want to create the surfaces and load the bitmaps, so I use WebNov 6, 2009 · Return Value. Microsoft.DirectX.Direct3D.Surface The Surface object that is created.. Remarks. The Default pool is appropriate for use with Device.StretchRectangle and Device.ColorFill.. The Managed pool is not allowed when creating an off-screen plain surface. For more information about memory pools, see Pool.. Off-screen plain surfaces …
WebJan 20, 2015 · 1 Answer. Sorted by: 0. When you call CreateOffscreenPlainSurface here, and you pass in ppBackBuffer, it gets overwritten because it's creating new surface that's empty by default. In fact, you just leaked your reference to the backbuffer you obtained from GetBackBuffer. D3DSURFACE_DESC pDesc; ppBackBuffer->GetDesc (&pDesc); … WebSep 27, 2024 · IDirect3DSurface9::GetDC 在呈现目标上失败,除非创建可锁定 (,否则在后台缓冲区中使用D3DPRESENTFLAG_LOCKABLE_BACKBUFFER标志) 。 对于未使用 IDirect3DDevice9::CreateOffscreenPlainSurface 创建的 图面, IDirect3DSurface9::GetDC 将在默认池 (D3DPOOL_DEFAULT) 图面上失败,除非它 …
WebMay 4, 2015 · Here is the sample main implementation. int _tmain (int argc, _TCHAR* argv []) { HRESULT hr = Direct3D9TakeScreenshots (D3DADAPTER_DEFAULT, 10); return 0; } What this will do is capture 10 times the screen, and save "cap%i.png" images on the disk. It will also display the time taken for this (saving images is not counted in that time, only ...
WebJan 29, 2010 · January 28, 2010 01:29 PM. Most GPUs don't support 24 bit R8G8B8. To create a texture the GPU doesn't support, use D3DPOOL_SCRATCH. The only uses for this are for the CPU to lock it, and read or write it's values. You cannot lock D3DPOOL_DEFAULT textures, except if they're also USAGE_DYNAMIC. Either make it … proper pronunciation of appalachianWebApr 9, 2024 · 这篇文章主要介绍“怎么使用C++和Direct3D获取屏幕截图并根据传入分辨率进行缩放图片大小”的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇“怎么使用C++和Direct3D获取屏幕截图并根据传入分辨率进行缩放图片大小”文章能帮助大家解决问题。 ladd inc employee loginWebDec 14, 2010 · Since you create you render target in lockable mode (6th parameter to CreateRenderTarget), you can lock the render target with LockRect and copy the data directly from there.. MSDN does not recommend using lockable render targets, and says: . If you need read access to render targets, use GetRenderTargetData instead of lockable … proper professional letter layoutWebJul 8, 2006 · if(FAILED(d3dDevice->CreateOffscreenPlainSurface(250, 250, D3DFMT_R8G8B8, D3DPOOL_SCRATCH, &surfaces, NULL))) The problem seems to … proper professional email closingWebHRESULT CreateOffscreenPlainSurface( UINT Width, UINT Height, D3DFORMAT Format, DWORD Pool, IDirect3DSurface9** ppSurface, HANDLE* pHandle); … ladd lane bell scheduleWebOct 22, 2024 · The IDirect3DSurfce9 object can be generated by using the method IDirect3DDevice8::CreateOffscreenPlainSurface(). Once the screen is captured onto the surface, you can use the function D3DXSaveSurfaceToFile() to save the surface directly to the disk in bitmap format. Thus, the code to capture the screen looks as follows: proper pronunciation of comfortableWebOct 20, 2016 · I think I figured out what is the problem. cv::Mat data parameter apparently requires only raw image (pixel array).. The buffer we get using D3DXSaveSurfaceToFileInMemory is exactly a file wrote by D3DXSaveSurfaceToFile, only loaded in memory (I checked it: after writing the buffer to the file we get the same proper … proper pronunciation of neanderthal