Finish with the setup of my PC. Installed all applications and software I have and need. Also some games I really love to play. Can you please help me maybe there are some solutions that I can use to be able to install it?
DirectX 7 is too older version. Try downloading DirectX 9 from Microsoft website. If the installer says that you have the latest version installed then there is nothing to worry.
You can install 8, 9 and 10 version but not 7. If you want to play older games then install one of the newer versions of DirectX and then use compatibility mode. Yeojoong Yoon 13 years ago.
Frank 13 years ago. Sam 13 years ago. VinC 13 years ago. Mahendran A 13 years ago. Anton Petrov 13 years ago. Kislay Kishore 13 years ago. Vinay 13 years ago. Veto 13 years ago. Matt 13 years ago. Nitin 13 years ago. Jelle 13 years ago. Jayhan 13 years ago. The values you observe may be unexpected since various other system objects may be holding references to the DirectX objects you create. For this reason, you should not write code that repeatedly calls Release until the reference count is zero, as the object may then be freed even though another component may still be referencing it.
It shouldn't matter because COM interfaces are reference counted. However, there are some known bugs with the release order of interfaces in some versions of DirectX. For safety, you are advised to release interfaces in reverse creation order when possible. In particular, there are standard smart pointer classes designed to encapsulate COM interface pointers.
These pointers automatically perform QueryInterface instead of a cast and they handle AddRef and Release for you. Whether you should use them is largely a matter of taste.
If your code contains lots of copying of interface pointers, with multiple AddRefs and Releases, then smart pointers can probably make your code neater and less error prone.
Otherwise, you can do without them. The most common problem with debugging DirectX applications is attempting to debug while a DirectDraw surface is locked. This situation can cause a "Win16 Lock" on Microsoft Windows 9x systems, which prevents the debugger window from painting. Windows does not suffer from this problem.
When developing an application, it is useful to be running with the debugging version of the DirectX runtime selected when you install the SDK , which performs some parameter validation and outputs useful messages to the debugger output. DirectX methods can return multiple success and failure codes, so a simple:. You don't! At the same time, two common sources of accidental task switching on games with keyboard-centric control schemes are pressing the Windows logo key and activating the accessibility feature StickyKeys with the SHIFT key.
To address these cases by disabling the functionality, see the techniques described in Disabling Shortcut Keys in Games. Managed code is code that has its execution managed by the. It refers to a contract of cooperation between natively executing code and the runtime. This contract specifies that at any point of execution, the runtime may stop an executing CPU and retrieve information specific to the current CPU instruction address. Information that must be query-able generally pertains to runtime state, such as register or stack memory contents.
Before the code is run, the IL is compiled into native executable code. And, since this compilation happens by the managed execution environment or, more correctly, by a runtime-aware compiler that knows how to target the managed execution environment , the managed execution environment can make guarantees about what the code is going to do.
It can insert traps and appropriate garbage collection hooks, exception handling, type safety, array bounds and index checking, and so forth. For example, such a compiler makes sure to lay out stack frames and everything just right so that the garbage collector can run in the background on a separate thread, constantly walking the active call stack, finding all the roots, chasing down all the live objects.
In addition because the IL has a notion of type safety the execution engine will maintain the guarantee of type safety eliminating a whole class of programming mistakes that often lead to security holes. In contrast this to the unmanaged world: Unmanaged executable files are basically a binary image, x86 code, loaded into memory.
The program counter gets put there and that's the last the OS knows. Therefore, it can't make any guarantees about what happens when the application runs.
Microsoft publish stripped symbols for all system DLLs plus a few others. To access them add the following to your symbol path in the project settings inside Visual Studio:. It is a valuable resource for anyone wanting to understand the mathematical foundations of geometry, rasterization and lighting techniques. The FAQ for the comp. It depends. Direct3D has a fully featured software vertex-processing pipeline including support for custom vertex shaders. However, no emulation is provided for pixel level operations; applications must check the appropriate caps bits and use the ValidateDevice API to determine support.
Not for performance applications. A reference rasterizer is supplied for driver validation but the implementation is designed for accuracy and not performance. Direct3D does support plug-in software rasterizers. Color keying is not directly supported, instead you will have to use alpha blending to emulate color keying.
This function accepts a key color parameter and will replace all pixels from the source image containing the specified color with transparent black pixels in the created texture. The Direct3D geometry pipeline has several different code paths, depending on the processor type, and it will utilize the special floating-point operations provided by the 3DNow!
This includes processing of custom vertex shaders. You can filter out pixels with an alpha value above or below a given threshold. A stencil buffer is an additional buffer of per-pixel information, much like a z-buffer. In fact, it resides in some of the bits of a z-buffer.
It is possible to perform simple arithmetic operations on the contents of the stencil buffer on a per-pixel basis as polygons are rendered. For example, the stencil buffer can be incremented or decremented, or the pixel can be rejected if the stencil value fails a simple comparison test. This is useful for effects that involve marking out a region of the frame buffer and then performing rendering only the marked or unmarked region.
Good examples are volumetric effects like shadow volumes. The key to this and other volumetric stencil buffer effects, is the interaction between the stencil buffer and the z-buffer.
A scene with a shadow volume is rendered in three stages. First, the scene without the shadow is rendered as usual, using the z-buffer. Next, the shadow is marked out in the stencil buffer as follows. The front faces of the shadow volume are drawn using invisible polygons, with z-testing enabled but z-writes disabled and the stencil buffer incremented at every pixel passing the z-test.
The back faces of the shadow volume are rendered similarly, but decrementing the stencil value instead. Now, consider a single pixel. Assuming the camera is not in the shadow volume there are four possibilities for the corresponding point in the scene. If the ray from the camera to the point does not intersect the shadow volume, then no shadow polygons will have been drawn there and the stencil buffer is still zero.
Otherwise, if the point lies in front of the shadow volume the shadow polygons will be z-buffered out and the stencil again remains unchanged. If the points lies behind the shadow volume then the same number of front shadow faces as back faces will have been rendered and the stencil will be zero, having been incremented as many times as decremented. The final possibility is that the point lies inside the shadow volume. In this case the back face of the shadow volume will be z-buffered out, but not the front face, so the stencil buffer will be a non-zero value.
The result is portions of the frame buffer lying in shadow have non-zero stencil value. Finally, to actually render the shadow, the whole scene is washed over with an alpha-blended polygon set to only affect pixels with non-zero stencil value.
This is explained fully in the Direct3D 9 documentation. However, the executive summary is that you should bias your screen coordinates by Most cards now conform properly to the texel alignment rules, however there are some older cards or drivers that do not.
To handle these cases, the best advice is to contact the hardware vendor in question and request updated drivers or their suggested workaround. Note that in Direct3D 10, this rule no longer holds. A pure device does not save the current state during state changes , which often improves performance; this device also requires hardware vertex processing. A pure device is typically used when development and debugging are completed, and you want to achieve the best performance.
This makes it more difficult to debug while running an application. Below is a list of all the methods that are disabled by a pure device. A second drawback of a pure device is that it does not filter any redundant state changes. When using a pure device, your application should reduce the number of state changes in the render loop to a minimum; this may include filtering state changes to make sure that states do not get set more than once.
This trade-off is application dependent; if you use more than a Set calls per frame, you should consider taking advantage of the redundancy filtering that is done automatically by a non-pure device. As with all performance issues, the only way to know whether or not your application will perform better with a pure device is to compare your application's performance with a pure vs.
But be careful! For some scenarios, a pure device will slow down your application due to the additional CPU work caused by redundant state changes. If you are not sure which type of device will work best for your application, and you do not filter redundant changes in the application, use a non-pure device.
Enumeration can be performed through a simple iteration by the application using methods of the IDirect3D9 interface. Call GetAdapterCount to determine the number of display adapters in the system. Certain older cards only have 3 texture stages available when you use a specific alpha modulate operation. The most common usage that people use the 3 stages for is emboss bumpmapping, and you can still do this with D3D9.
The height field has to be stored in the alpha channel and is used to modulate the lights contribution, that is:. This sample, along with other older samples, are no longer shipped in the current SDK release, and will not be shipped in future SDK releases.
Direct3D assembles each vertex that is fed into the processing portion of the pipeline from one or more vertex streams. Having only one vertex stream corresponds to the old pre-DirectX 8 model, in which vertices come from a single source.
With DirectX 8, different vertex components can come from different sources; for example, one vertex buffer could hold positions and normals, while a second held color values and texture coordinates.
A vertex shader is a procedure for processing a single vertex. It is defined using a simple assembly-like language that is assembled by the D3DX utility library into a token stream that Direct3D accepts.
The vertex shader takes as input a single vertex and a set of constant values; it outputs a vertex position in clip-space and optionally a set of colors and texture coordinates, which are used in rasterization. Notice that when you have a custom vertex shader, the vertex components no longer have any semantics applied to them by Direct3D and vertices are simply arbitrary data that is interpreted by the vertex shader you create.
The vertex shader outputs a homogenous coordinate in clip-space for the transformed vertex position. Perspective division and clipping is performed automatically post-shader. A vertex shader cannot create or destroy vertices; it operates on a single vertex at a time, taking one unprocessed vertex as input and outputting a single processed vertex.
It can therefore be used to manipulate existing geometry applying deformations, or performing skinning operations but cannot actually generate new geometry per se.
You have to choose one or the other. If you are using a custom vertex shader, you are responsible for performing the entire vertex transformation. The Direct3D software vertex-processing engine fully supports custom vertex shaders with a surprisingly high level of performance. Devices capable of supporting vertex shaders in hardware are required to fill out the D3DCAPSVertexShaderVersion field to indicate the version level of vertex shader they support.
Any device claiming to support a particular level of vertex shader must support all legal vertex shaders that meet the specification for that level or below. Devices supporting vs 1. The usual example of this situation is a cube in which you want to use a different texture for each face. Unfortunately the answer is no, it's not currently possible to index the vertex components independently. Even with multiple vertex streams, all streams are indexed together.
When using the software geometry pipeline, Direct3D first transforms all of the vertices in the range you submitted, rather than transforming them "on demand" as they are indexed. For densely packed data that is, where most of the vertices are used this is more efficient, particularly when SIMD instructions are available.
If your data is sparsely packed that is, many vertices are not used then you may want to consider rearranging your data to avoid too many redundant transformations. When using the hardware geometry acceleration, vertices are typically transformed on demand as they are required. An index buffer is exactly analogous to a vertex buffer, but instead it contains indices for use in DrawIndexedPrimitive calls. It is highly recommended that you use index buffers rather than raw application-allocated memory when possible, for the same reasons as vertex buffers.
In addition, note that some devices may support bit indices but support a maximum index value less than 2 to the 32nd power -1 0xffffffff ; in this case the application must respect the limit reported by the device. Direct3D is optimized for large batches of primitives. The more polygons that can be sent in a single call, the better. A good rule of thumb is to aim to average vertices per primitive call.
Below that level you're probably not getting optimal performance, above that and you're into diminishing returns and potential conflicts with concurrency considerations see below. Changing render state can be an expensive operation, particularly when changing texture. For this reason, it is important to minimize as much as possible the number of state changes made per frame.
Also, try to minimize changes of vertex or index buffer.
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