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Screen shot

Started by Moquan Aug 11, 2003 at 12:54 PM 11 replies 1k views
Original Post
Moquan
Moquan
Not sure if this is where this should be posted or not, but here''s my problem. I''m working with Direct-X and I''m using id3dxsprite for my sprite engine (2-D Game). Well, when I take a screen shot using print screen, there are some sprites missing at times.. What could cause this and what might I do to fix it? Thank you. -Moquan
Moquan
NeonGE
NeonGE
I am not sure, but maybe this is because of double buffering, maybe the best you can do is make your own function to take screenshots.

Read this Generating a Screenshot in DirectX 8.1

Hope this help.

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Moquan
Moquan
Well, I tried implementing this, but all I get is a complete black BMP of the size that I indicate. What could cause THAT?

-Moquan
Moquan
Moquan
Moquan
I''m not sure that I follow. I want my program to work right on everyone''s computer. SO if I just set my VSYNC to true... won''t that not effect theirs? Did you mean in my program set the VSYNC? If that''s the case, I don''t want to limit my frame rate. Is there no work around?

- Moquan
Moquan
Raloth
Raloth
v-sync = good thing

The monitor won''t update faster than it''s refresh rate, so any extra frames are not visible. Turning on v-sync eliminates tearing and your users will thank you very much for having it on instead of keeping it off with no way to turn it on.
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Pen15
Pen15
a couple other methods to try:

you can check out this page http://www.geocities.com/foetsch/d3d8screenshot/d3d8screenshot.htm for an easy implementation of taking screenshots which only requires DirectX 8.0.

or... scroll down this thread http://www.gamedev.net/community/forums/topic.asp?topic_id=102697 to find a similar method as link in the first reply to this thread but capturing the back buffer rather than the front buffer.

both methods work well for me.

[edited by - Pen15 on August 13, 2003 1:54:03 AM]
Moquan
Moquan
Thanks guys! The backbuffer trick worked PERFECTLY!

- Moquan
Moquan
Hawkeye3
Hawkeye3
VSync = Bad thing
It causes large jumps in framerate which is instant death in any action based game. If your system fails to render at your monitor''s refresh rate, it has to drop down half way between the current refresh rate. So if you your monitor is at 85 hz and you can''t push 85 fps, it''ll drop down to 42, then 21, and so on. Its not a pretty sight.

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