Description:
Microsoft 32-bit development newsgroup.
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Making Direct2D optional?
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Hi, I want to keep my binary compatible for xp up to win7. Therefore, I started to implement a "driver" using GDI+ or Direct2D to output my graphics and UI. Unfortunately, when I am linking d2d1.lib, the d2d1.dll is automatically bound to my binary and can not be executed under Vista or XP. I found that d2d1.dll actually has only one function exported that I need:... more »
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Direct2D: Release Objects from a target
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Repost as question: ...I think I know what the problem is: I ->Release()'d an object (a brush) that was tied to the Target. I thought, by calling "Release()" it would also get away from the Target, but obviously it is not. Is there a way to remove an object like a brush or a bitmap from a RenderTarget?... more »
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Access violation with BindDC
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Hi, I am trying to keep my DCRenderTarget and on WM_PAINT, I am trying to reuse it by just calling BindDC. This works fine the first time, when I just created the render target. Calling Sequence is: if (!mTarget) { mFactory->CreateDCRenderTarget (...,mTarget); ...mTarget->BindDC(dc,rect); mTarget->BeginDraw();... more »
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Direct2D, suspicious error output in console
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when using Direct2D, I am getting a suspicious error message in the console during the RenderTarget->BeginDraw() call: First-chance exception at 0x75bfb727 in testd2dui.exe: Microsoft C++ exception: _com_error at memory location 0x0018ea60.. the code that creates my DCRenderTarget is as follows: ...... more »
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Performance of ID21RenderTarget::CreateBitmap FromWicBitmap
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I am porting my cross platform "Graphics" class to Direct2D. Unfortunately, in opposite to all other render engines out there, bitmaps I can use to draw them must be created from a factory. The library design actually has a global pool of bitmaps that can be used, but unfortunately I don't have a render target during the loading of the bitmaps.... more »
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Can I use stream-out data of unknown size with hardware instancing
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I want to use a Geometry shader to generate instance locations. In the way I am doing this I don't know how many instance locations will be generated. If the geometry shader were just generating simple primitives, I could render from the stream out buffer using DrawAuto. However I would like to use this... more »
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Performance Issues with Direct 2d
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Hi I have populated some path geometry with 100000 lines (not joined together) and am finding that when it comes to rendering, the EndDraw is taking up to 30 seconds to complete. This is obviously unacceptable. Am I missing something obvious here, since I was expecting Direct 2d to be fast. I am running it on Vista, not sure if that is important.... more »
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