Re: Lights and Alpha
- From: "Zman" <zman@xxxxxxxxxxxxxx>
- Date: Wed, 21 Sep 2005 13:49:49 -0700
Iain's problem is that he wants a full screen DX app on one monitor and a
non DX app on another which just isn't possible. Once the DX app loses focus
it 'switches out of full screen' becuase the OS thinks it needs to show the
other app. Its just not aware that its running on other monitors.
The solution is either to use DX on both screens, or to make the DX app
'fake full screen'. i.e in a window but remove the window border etc. I'm
not sure why you think this will be a big deal. I've run lots of DX apps in
windows for debugging and other than the occasional tear they look just
fine.
--
Zman (mailto:zman@xxxxxxxxxxxxxx)
http://www.thezbuffer.com
News and Resources for Managed DirectX
"Saulo Machado" <SauloMachado@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:6EF31214-7593-4A15-B4DA-5DE7F9E9CDB9@xxxxxxxxxxxxxxxx
> Hey, not a problem.
> Shadows are like collision: there are many ways of doing it. I've never
> done
> it, but if needed, I'd try using some transformation of the object to
> simulate its shadow.
>
> The multimonitor task: you'll need two videocards for it. If so, you can
> create two Direct3D Devices, one for each, and draw whatever you want in
> each. This way, I think you won't have big problems showing different
> things
> in both devices.
>
> "Iain" wrote:
>
>> > Ok, let's make things clear: what is the final result you want to
>> > achieve
>> > with your code?
>> > Alpha blending operations use the background color (a texture, or the
>> > color
>> > of the background itself) AND the object color. Maybe the unwanted
>> > effect is
>> > caused by the ambient color you've set for the materials. What I
>> > understood
>> > is that you want a texture quad in the background and a rotating
>> > cylinder in
>> > front of it, being the cylinder translucent. Is it correct? Describe
>> > your
>> > objective and we can figure it out in DirectX managed code.
>>
>> Again, thank you for your continued help.
>>
>> I have learned 3 things!
>>
>> 1. Even a textured mesh / quad needs a material set if it is to correctly
>> reflect light.
>> 2. I suspect I have been applying world transforms before setting the
>> light
>> direction which (with some fluffiness in my interpretation of directions)
>> is responsible for some of my confusion.
>> 3. If you are drawing transparent tectures you need to draw them in
>> reverse
>> Z Order - the ones at the back first (thanks to ZMan in a nearby post).
>>
>> I've not yet applied these lessons back into my app, but I'm sure that
>> there will be no problems.
>>
>> I'm left with TWO issues right now. A hard one (I think) and a less hard
>> one.
>>
>> The application is meant to display messages on a large screen. The
>> messages themselves will be selected on a small screen and there will be
>> various means for editing an ordering them. There will also be a preview
>> of what is happening on the big screen.
>>
>> So I need a straightfoward C#app running on a secondary display which has
>> a
>> D3D window running with some animation. At the same time the animation
>> should be rendering on the primary display in full screen mode.
>>
>> In a pinch, I might get away with the full screen running in a window,
>> though I'm not entirely happy with that.
>>
>> So Full and windowed operation on a multimonitor PC in a managed
>> application is (what I think) is the hard one.
>>
>> THe other one is easier. I was naively expecting shadows from the
>> lights.
>> Ha! Silly me. I've found some stuff on shadows in unmanged (though I've
>> not looked in detail), but there's not much about shadows in unmanaged.
>> THis one is for a future project so it's less important.
>>
>> So that's where I am. Thanks for your patience.
>>
>>
>>
>> Iain
>> --
>> Iain Downs (DirectShow MVP)
>> Commercial Software Therapist
>> www.idcl.co.uk
>>
.
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