Queuing data into swapchain of IDirect3DDevice9

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I am new to direct3D . I am trying to write an image on direct3ddevice and get the same image in xrgb from it. I create a texture and get the surface from GetSurfaceLevel(). I use a image file and convert it into ARGB and write it onto the locked suface from texture. But how should I proceed further to queue this data into the swapchain so that I can get the same data in XRGB using GetBackBuffer() call on Direct3DDevice??

I want to do this, as I want to further play with textures and data from sources to apply special effects such as compositing images (one containing an alpha channel over another in rgb) using direct3d.

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First off you don't need to manually lock your texture to put image data into it. You want to be using

if(FAILED(D3DXCreateTextureFromFile(Device, fileName, &texture)))
{
//handle error
}

If you want some simple samples for reference on D3D9 go here:: http://www.codesampler.com/dx9src.htm

If you just want to make games, you could try unity3D:: http://unity3d.com/