Oblivion165 Posted March 29, 2010 Posted March 29, 2010 http://img716.imageshack.us/img716/8881/blurrytext.jpg Thanks to ThePentiumGuy I have this base rendering class down here but I cant seem to get the text or other sprites to come out clear in windowed mode. Is there some simple viewport style that I can use? Windows 7 Ultimate 64-bit Visual Studio 2008 DirectX 10 SDK Public D3Ddev As Device = Nothing Public D3Dpp As PresentParameters = Nothing Public DP As DisplayMode = Nothing Public GameOver As Boolean Public Sub Start(ByVal TargetForm As Form, ByVal FullScreen As Boolean) Game.MainForm = TargetForm Game.Fullscreen = FullScreen If FullScreen = True Then DP.Width = 800 DP.Height = 600 DP.Format = Format.R5G6B5 Else DP = Manager.Adapters.Default.CurrentDisplayMode End If D3Dpp = New PresentParameters D3Dpp.BackBufferFormat = DP.Format D3Dpp.BackBufferWidth = DP.Width D3Dpp.BackBufferHeight = DP.Height D3Dpp.SwapEffect = SwapEffect.Discard D3Dpp.PresentationInterval = PresentInterval.Immediate If FullScreen = True Then D3Dpp.Windowed = False Else D3Dpp.Windowed = True End If D3Ddev = New Device(Manager.Adapters.Default.Adapter, DeviceType.Hardware, TargetForm.Handle, CreateFlags.SoftwareVertexProcessing, D3Dpp) D3Ddev.Transform.View = Matrix.OrthoOffCenterLH(0, DP.Width, DP.Height, 0, 1, 10) D3Ddev.RenderState.Lighting = False Game.DisText = New clsText(D3Ddev) End Sub Public Sub RenderScene() Do While Not GameOver D3Ddev.BeginScene() D3Ddev.Clear(ClearFlags.Target, Color.FromArgb(33, 33, 33), 0, 0) '/////// Draw Space 'D3Ddev.Transform.World = Matrix.Translation(0, 0, 0) 'Alex.Render() Game.DisText.Drawtext("Apple", Color.White, 0, 0) 'D3Ddev.Transform.World = Matrix.Translation(0, 0, 0) D3Ddev.EndScene() D3Ddev.Present() Game.CheckKeys() Application.DoEvents() Call FPS() Loop Terminate() End Sub Public Class clsText Public pDevice As Device Public TheFont As Font = Nothing Public Rect As New Rectangle(0, 0, 0, 0) Public S As Direct3D.Sprite Public Y, X As Integer Public Sub New(ByVal pDevice As Device, Optional ByVal FontName As String = "Courier New", Optional ByVal Size As Integer = 18) TheFont = New Font(pDevice, New System.Drawing.Font(FontName, Size)) S = New Sprite(pDevice) Y = 0 End Sub Protected Overrides Sub Finalize() S = Nothing TheFont = Nothing Rect = Nothing End Sub Public Sub Drawtext(ByVal text As String, ByVal cColor As System.Drawing.Color, ByVal X As Integer, ByVal Y As Integer) S.Begin(SpriteFlags.AlphaBlend Or SpriteFlags.SortTexture) TheFont.DrawText(S, text, X, Y, cColor) S.End() End Sub End Class Quote
Leaders snarfblam Posted March 29, 2010 Leaders Posted March 29, 2010 Hmmm... I know a lot more about XNA than MDX. Sorry if it seems like a silly question, but does the size of your back buffer match the client size of the output window? It looks like it is scaling the output down with a nearest neighbor interpolation. Quote [sIGPIC]e[/sIGPIC]
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