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FLAG_NONPREROTATED

Started by Quat Jun 19, 2007 at 11:16 AM 2 replies 1.1k views
Original Post
Quat
Quat
Am I correct that some people rotate their monitors 90 degrees so that the height is longer than the width (e.g., for reading stuff). And if the user has this setting Direct3D will automatically rotate as well, unless this flag (DXGI_SWAP_CHAIN_FLAG_NONPREROTATED) is set? Is there overhead for not setting this flag?
-----Quat
streamer
streamer
From msdn:

DXGI_SWAP_CHAIN_FLAG_NONPREROTATED
Turns off automatic image rotation, such that when the front buffer is sent to the monitor, the image will not be automatically rotated to match the orientation of the monitor. This only applies to applications that are running in fullscreen mode. If this flag is specified, the application will need to handle image rotation on its own.
DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
When switching to fullscreen mode, make the application automatically change the display mode (or monitor resolution) to be close to matching the dimensions of the application window. Without this flag fullscreen will use the desktop display mode.
Quat
Quat
I already read the docs. I was asking more for clarification on the docs and what image rotation would be used for.
-----Quat
streamer
streamer
I don't think there is overhead for not setting the flag. Lets see, for example we have fullscreen opened in resolution 800x600, rotated version will be 600x800. That will be just one if command to determine if we have rotated display, and then if statement is true, directx need to perform fliping, rotating, or any other action needed. Slowdown will be eventually noticed when you have rotated display, but I don't think that setting DXGI_SWAP_CHAIN_FLAG_NONPREROTATED flag will drastically speed your application up.

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