Direct 3D - Displaying a JPG

ColinR

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When I started out with my application Direct Draw was being deprecated (doesn't seem this way now). So I went the Direct3D route, and everything works well.

Showing images directly using Direct3D has always been something I have wanted to add.

Anyone done this?
 
Why not try XNA? It's MUCH easier and works a treat in VS. Plus, there's loads of resources available online... Haven't used it in about a year, but I remember doing some pretty awesome stuff, like rendering custom models and images and controlling them, with a minimal amount of code. It's all about just learning the libraries and how to utilize them. Good luck!
 
You're using Direct3D for a 2D windows application? :confused: REEEEEEALLY doesn't make much sense. You could've achieved the same with a normal .NET Windows application using the System.Drawing assembly...
 
I'm not sure I could achieve the same smoothness when scrolling text in GDI+??
I get 400 odd frames a second with this puppy!

Besides, this was also for tinkering and fun.
 
You app looks really good, it might be suffering a little bit from this syndrome :)

I see what you're talking about. You used Direct3D for the output to the projector, not necessarily for the app itself. That's a really smart idea, because I've seen some horrible text rendering in GDI+ using non-standard fonts and sizes. (I think they call it sub-pixel rendering).

If you are using C# for v2, what was v1 written in? If this is your pet project, you may want to consider WPF for the next version. That's the way the world is going and, I may be wrong, but it does leverage the GPU...
 
I recall seeing a demo that used bitblt+dbl buffering to display a series of images in quick succession. The images contained a spinning unreal logo that did then look smooth.:cool:

The normal system drawing method calls bitblt eventually too, but I seem to remember that it works better calling it directly. Windows are dbl buffered by default in vista/win7 if I'm not mistaken.

Try png/bmp instead. There is much more info for those out there than for jpg.
 
You app looks really good, it might be suffering a little bit from this syndrome :)

I see what you're talking about. You used Direct3D for the output to the projector, not necessarily for the app itself. That's a really smart idea, because I've seen some horrible text rendering in GDI+ using non-standard fonts and sizes. (I think they call it sub-pixel rendering).

If you are using C# for v2, what was v1 written in? If this is your pet project, you may want to consider WPF for the next version. That's the way the world is going and, I may be wrong, but it does leverage the GPU...

Haha, yes, it does - but you aint seen nothing pal

Try using some of the software I use

Krakatoa Particle Effects Pannel (1 long scrollable window)
http://www.franticfilms.com/images/software/content/krakatoa/screenshots/krakatoa_ui_large.jpg

ZMapper:
http://www.3dece.com/gallery/shirtnormal8big.jpg


those.....those are hard to get use to :erm:
 
You app looks really good, it might be suffering a little bit from this syndrome :)

I know, I know :D

The logic here though is to keep all required controls for normal use on one page. It's a toss up between neat and slightly more complex, or untidy and more convenient. Problem then is when you look at a cluttered screen for the first time it scares people off (making it therefore more complex) :erm::o

I have to cater for 70+ year olds that run this app during Mass - using the organ, as well as the teens that want video, mp3, etc, etc.

:eek:
 
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