Showing posts from November, 2012

Direct3D Drawing in WPF

In Windows8, you can use SurfaceImageSource, VirtualSurfaceImageSource, SwapChainBackgroundPanel to let DirectX content into a XAML app. Visual Studio 2010 has removed Microsoft.DirectX support, so if we wanna use D3D in WPF, we need to leverage SlimDX or SharpDX. However, when you use older Windows version, ex: Win7, WinXP, you only can adopt D3DImage. D3DImage Lock, unLock image, and copy backbuffer to this image. Direct3D to WPF from Ellis Mu You can download the sample code here:

Flash constrained mode: Targeted at devices that only support PS_2.0 level shaders like the Intel GMA 9xx series

Earlier versions of FlashPlayer 11 support hardware rendering for devices manufactured after 2008. The constrained mode extends this support to all devices released since 2005.   How does it work? In order to make your application work in constrained mode you just should set the second parameter of stage3D.requestContext3D() when requesting the context, in the following way: stage3D.requestContext3D(Context3DRenderMode.AUTO, Context3DProfile.BASELINE_CONSTRAINED); T argeted at devices that only support PS_2.0 level shaders like the Intel GMA 9xx series . You are limited to 64 ALU and 32 texture instructions per shader. Only four texture read instructions per shader. No support for predicate register. This affects sln/sge/seq/sne, which you replace with compound mov/cmp instructions, available with ps_2_0. The Context3D back buffer must always be within the bounds of the stage. Only one instance of a Context3D running in Constrained profile

Top 5 - Game Engines Of The Future