load and draw a png sprite to an existing extern dx9 device.(i have the pointer of it)
have anybody a code snipet?
need this only because i have to test a simple dll.
the only way is to test it with such a function.
i´m new on dx with pb(i´m new on dx9)
load and draw a png with an external dx9 device
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Hi Knut1,
i don`t think it is possible to open a external dx9 device and read and draw there a sprite. It is much more complicate. In normal cases the dx9 device make a draw between some commands like:
*D3D\CreateDevice(#D3DADAPTER_DEFAULT, #D3DDEVTYPE_HAL, hwnd, BehaviorFlags, Rendering, @*D3DDevice)
D3D9_Clear(D3DCOLOR_COLORVALUE(0.0, 0.0, 0.0, 1.0))
D3D9_StartDrawing()
-> here comes the drawing
draw sprite from sprite manager ore interface ore something else
D3D9_StopDrawing()
D3D9_FlipBuffers()
if you only have the information about the dx9 *D3DDevice this information does not help. You must have infoomation about a used sprite manager and must add and read a sprite from them.
I think you does need much more informations about this program to read and write sprites and png files.
best regards,
Michael
i don`t think it is possible to open a external dx9 device and read and draw there a sprite. It is much more complicate. In normal cases the dx9 device make a draw between some commands like:
*D3D\CreateDevice(#D3DADAPTER_DEFAULT, #D3DDEVTYPE_HAL, hwnd, BehaviorFlags, Rendering, @*D3DDevice)
D3D9_Clear(D3DCOLOR_COLORVALUE(0.0, 0.0, 0.0, 1.0))
D3D9_StartDrawing()
-> here comes the drawing
draw sprite from sprite manager ore interface ore something else
D3D9_StopDrawing()
D3D9_FlipBuffers()
if you only have the information about the dx9 *D3DDevice this information does not help. You must have infoomation about a used sprite manager and must add and read a sprite from them.
I think you does need much more informations about this program to read and write sprites and png files.
best regards,
Michael
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