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GetRenderTargetData() with big surface

Started by shahar Jan 15, 2007 at 3:14 AM 0 replies 450+ views
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shahar
shahar
Hi, What i am trying to do is make some processing on the GPU and get it back using DirectX, now everything is working fine and i am able to get the raw bits back using the GetRenderTargetData() function. The problem that i am facing is that i cannot use images bigger than the current screen resolution. For instance i have 1024x768 screen resolution and i want to work on 2048x2048 color images. What I am doing is: Creating the texture using D3DXCreateTextureFromFile(). (my file is bmp file 2048x2048) CreateRenderTarget() in 2048x2048 size and then pass it to SetRenderTarget() it all succeeding in creating 2048x2048 surface however when i want to get back the image after some rendering i am getting black ( empty ) image. If i am using the same code just reducing the size passed to CreateRenderTarget() to 1016x700 ( while my display resolution is 1024x768) i am getting the rendered image ok. Any ideas? Am I doing something wrong or simply there is some limitation here? Thanks

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