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Managing textures...
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Original Post
Is is possible to load a texture, and then use it in a device other than the one it was attached to?
What I''m trying to do, is have all my textures in somekind of texture manager. The problem is, that when I want to support multiple devices, I can use the textures only in the device they were loaded in.
Is there a way to overcome this?
Aight, since this is the DirectX forum, might I recommend NOT talking about OpenGL? And BTW, DirectX rulez 
Anyway, if you''re looking to give different views of the same environment, just change the view/proj matrices and change the render target (like if you''re making an editor or similar; it even works well with portals!) Well, every device is essentially ''new memory'' so I doubt that you can share between two of them... And the device only MOVES stuff on the video card; the video card has no idea what belongs to what, just what to render
Good luck!
Chris Pergrossi
< ctoan >
My Realm
Anyway, if you''re looking to give different views of the same environment, just change the view/proj matrices and change the render target (like if you''re making an editor or similar; it even works well with portals!) Well, every device is essentially ''new memory'' so I doubt that you can share between two of them... And the device only MOVES stuff on the video card; the video card has no idea what belongs to what, just what to render
Good luck!
Chris Pergrossi
< ctoan >
My Realm
quote:
Original post by ItaySagui
I just wanted to see if I could use 2 devices, to give different points of view to the same enviroment....
If you want to render to different windows, or different viewpoints, i suggest you use swapchains, rather than multiple devices, as DX isnt to keen on you doing that.
Unfortunatly, the Microsoft provided help is a bit crap so have a look here, http://www.fairyengine.com/, under articles and CreateAdditionalSwapChain(...)
There not hard to use, once you get past all the jargon, and that should solve your texture problem too.
________________________
Pretty In Pink
A hidden quote in the Dx SDK docs:
In other words, DONT
quote:
Note All rendering devices created by a given Microsoft® Direct3D® object share the same physical resources. Although your application can create multiple rendering devices from a single Direct3D object, because they share the same hardware, extreme performance penalties will be incurred.
In other words, DONT
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