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Problem in Render Lines

Started by VitaliBR Aug 3, 2012 at 1:01 AM 5 replies 1.7k views
Original Post
VitaliBR
VitaliBR
Hi!

I've got a strange problem in render


on my work computer (dell with intel graphics 3000) lines (D3DPT_LINESTRIP for example) are usually rendered:
t5j0k6.jpg

But on my home computer (macbook pro with bootcamp windows 7 geforce 320m) it renders the line strangely (with cuts):

sl5rok.png

my code:

_d3d = Direct3DCreate9(D3D_SDK_VERSION);
bool p_bMultiSample = true;
bool p_bSuperSample = true;
bool bHW = true;
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
// get the current display mode
D3DDISPLAYMODE sMode;
_d3d->GetAdapterDisplayMode(0,&sMode);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = !fullscreen;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = screenWidth;
d3dpp.BackBufferHeight = screenHeight;
d3dpp.EnableAutoDepthStencil = TRUE; // automatically run the z-buffer for us
//d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit pixel format for the z-buffer
d3dpp.BackBufferCount = 1;
// check whether we can use a D32 depth buffer format
if ( SUCCEEDED ( _d3d->CheckDepthStencilMatch(0,eType,
D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
}
else
{
d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
}
// find the highest multisample type available on this device
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
DWORD dwQuality = 0;
if (p_bMultiSample)
{
while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
{
if(SUCCEEDED( _d3d->CheckDeviceMultiSampleType(0,eType,
sMode.Format,TRUE,sMS,&dwQuality)))
{
sMSOut = sMS;
}
}
if (0 != dwQuality)dwQuality -= 1;

d3dpp.MultiSampleQuality = dwQuality;
d3dpp.MultiSampleType = sMSOut;
}
// preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing
D3DCAPS9 g_sCaps;
_d3d->GetDeviceCaps( 0, D3DDEVTYPE_HAL, &g_sCaps);
DWORD creationFlags = D3DCREATE_MULTITHREADED;
if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0))
creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
////////////////////////////////////////////////////////////////////////////////////
// create a device class using this information and the info from the d3dpp stuct
////////////////////////////////////////////////////////////////////////////////
_d3d->CreateDevice(D3DADAPTER_DEFAULT,
eType,
hwnd,
creationFlags,
&d3dpp,
&_d3ddev);
http://mateusvitali.wordpress.com/
greenvertex
greenvertex
Have you gotten the same effect without multi-sampling on your Mac?
VitaliBR
VitaliBR

Have you gotten the same effect without multi-sampling on your Mac?


Yes

I tested with the variables true and false, and the same error occurred

This failure seems to occur on the line where the line is "broken" by aliasing


bool p_bMultiSample = true;
bool p_bSuperSample = true;
bool bHW = true;
http://mateusvitali.wordpress.com/
Nik02
Nik02
Are the backbuffer width and height set to the window dimensions, or window client area dimensions?
Niko Suni
VitaliBR
VitaliBR

Are the backbuffer width and height set to the window dimensions, or window client area dimensions?


are the same of CreateWindowEx
http://mateusvitali.wordpress.com/
Nik02
Nik02
CreateWindowEx takes, as parameters, the window's bounding box dimensions. With a menu and a frame, the client area of the window (in which you commonly draw with D3D device) is significantly smaller.

You can use GetClientRect to determine the client area dimensions given a created window, or you can use AdjustWindowRect to find a suitable window size given a desired client size and window style.
Niko Suni
VitaliBR
VitaliBR

CreateWindowEx takes, as parameters, the window's bounding box dimensions. With a menu and a frame, the client area of the window (in which you commonly draw with D3D device) is significantly smaller.

You can use GetClientRect to determine the client area dimensions given a created window, or you can use AdjustWindowRect to find a suitable window size given a desired client size and window style.


Very thanks guy

it worked!!

RECT rect;
GetClientRect( hwnd , ▭ );
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = !fullscreen;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = rect.right - rect.left; //screenWidth;
d3dpp.BackBufferHeight = rect.bottom - rect.top; //screenHeight;


http://mateusvitali.wordpress.com/

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