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Failed To Create Plain Offscreen Surface


The lPitch value is the actual width of the surface.But there's a trick. Also, on integrating the sample code in my code and giving the new surface (the off screen plain surface), the blt works fine. Here's an example: DDSURFACEDESC2 ddsd; // working description LPDIRECTDRAWSURFACE7 lpdds; // temporary surface // initialize structure DDRAW_INIT_STRUCT(ddsd); // set to access caps, width, and height ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | Any help would be appreciated. Check This Out

Drawing haemoglobin and Ligands Does data tranformation result in normal distribution? Until then, if you have any questions, send me an E-mail, or catch me on ICQ at UIN #53210499. DDSD_TEXTURESTAGEIndicates that the dwTextureStage member is valid. This cannot be used with the DDSCAPS_NONLOCALVIDMEM flag.

Createoffscreenplainsurface Directx 11

Also during copy to a surface allocated with D3DPOOL_DEFAULT, Iris 5200 is reaching max DDR3 throughput which my be explained by tiling. About | Privacy | Contact Built with Tornado PHP Framework with template | Web design by Web Design by Greg. I will create a function that will be called from the message loop each frame and call it HostFrame( ). DDSD_LINEARSIZEIndicates that the dwLinearSize member is valid.

However, when I try to do a VideoProcessBltHD using the HD device, it fails with E_INVALIDARGS. With the error that I get there isn't enough to go on to know where to look for help. In order to do this, you must lock the surface... Createtexture It's #defined in the Windows headers, so you don't need to #include anything new to use it.

I know that others are running this game on Vista, and there has to be a solution. Getrendertargetdata Had to upgrade JDK to 1.7, now it is working. I'm not quite sure what to do, though. Top #596643 - 02/12/10 07:41 PM Re: Treasure Island won't install [Re: Jenny100] dwn_force Settled Boomer Registered: 09/30/03 Posts: 163 Loc: New York Just Fatal Error has occurred.

No gimmicks. Stretchrect A thing to note is that when you Flip the Back Buffer it doesn't become the Primary surface, only the data is copied. The program I am developing involves streaming a large number of raw video feeds for live GPU compositing and processing. Lynn Jarvis, Leading Edge.


At this point I've explained how to create sprite surfaces, load graphics on them and I went over the double-buffer system for smooth and fast animation.The one thing is missing though Host to Device Bandwidth, 1 Device(s), Paged memory, mapped access    Transfer Size (Bytes)        Bandwidth(MB/s)    33554432                     8473.5 Createoffscreenplainsurface Directx 11 You must set the DDSURFACEDESC2.ddsCaps.dwCaps to DDSCAPS_ OFFSCREENPLAIN | memory_flags, where memory_flags determines where you want the surface to be created. Idirect3dsurface9 You'd think this would be obvious.

It should be added to the end of the initialization code of the previous tutorial.// This chunk of code assumes that the Primary and the Back Buffer surfaces; // and the dwWidth and dwHeight should be set to the width and height of the surface you are creating which is 8 and 8 in mrsmiley's case. Thu, 03/05/2015 - 02:36 Hi Michael, Any progress yet in finding a solution? You must have this in the blit call, or else the color key won't work even though there is one defined by the surface. Createrendertarget

HOWEVER, the video card might not allocate such an offset of special memory and as a result lPitch will be equal to the surface's width; this is very important to note.Always Browse other questions tagged c++ direct3d direct3d9 ms-media-foundation or ask your own question. Top #597159 - 02/14/10 11:42 AM Re: Treasure Island won't install [Re: dwn_force] Jenny100 GB Reviewer Glitches Moderator Sonic Boomer Registered: 10/24/00 Posts: 37408 Loc: southeast USA Originally Posted By: dwn_forceI this contact form lpSurface is the pointer to the first byte of the surface data.

I'm only going to cover the important ones, so I don't grow old writing this. D3dformat etc.. HRESULT CreateSurface(LPDDSURFACEDESC2 ddsd, LPDIRECTDRAWSURFACE *surface IUnknown *pUnkOuter);Parameters:ddsd - is the DDSURFACEDESC2 structure you will fill with information about the surface(width, height, video memory/system memory?) surface - pointer to the surface you're

DDSCAPS_OFFSCREENPLAINIndicates that this is any plain offscreen surface that is not a texture, back buffer, etc.

And that means no Windows Installer running and can't install. DDPIXELFORMAT ddpfPixelFormat: This structure contains a number of descriptors for the pixel format of the display mode. I have faith in GameBoomers. Getbackbuffer DDCKEY_DESTBLT Indicates that the structure specifies a color key or color space to be used as a destination color key for blit operations.

DDSCAPS_OWNDCIndicates that this surface will have a device context association for a long period. It is located at x = 6 and y = 3. SiteMap About Us Contact Legal & Licences By use of this website, you agree to the NetBeans Policies and Terms of Use. © 2014, Oracle Corporation and/or its affiliates. The first step is to fill out a DDSURFACEDESC2 structure.

For example, if you wanted to create a 64x64 pixel surface in VRAM, you'd make the following call: LPDIRECTDRAWSURFACE7 space_ship = NULL; // used to hold surface // create surface if Thanx. I've narrowed it down to my input surface being invalid for this function. GUEST: crashed heyzooi: don't know GUEST: Upgraded to Mavricks and netbeans would no longer start.

scrolling displayed garbage on the surface (pixels corruptions) but once scrolling stopped the content was redrawn correctly. Wine incorrectly uses the alpha + * channel. Thanks Mots c++ direct3d direct3d9 ms-media-foundation share|improve this question edited Apr 17 '12 at 12:26 casperOne 59k10130205 asked Dec 13 '11 at 6:56 mots_g 422625 add a comment| 1 Answer 1 You can come up with your own structure here to support whatever you like.

That sounds like the error you'd get from your video card not being able to do what the game is asking it to. The "find" window popped up with numerous outofmemoryerrors. dwColorSpaceHighValue fields (there are also members for destination and overlay color key information). To make things easier you should create a new header file to store this structure.

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