DirectX and Awesomium
How would I get an Awesomium::RenderBuffer* drawn using DirectX most efficiently?
I don't think DirectX has something like glDrawPixels, so I'm kinda stuck on how.
Thanks for your help.
How would I get an Awesomium::RenderBuffer* drawn using DirectX most efficiently?
I don't think DirectX has something like glDrawPixels, so I'm kinda stuck on how.
Thanks for your help.
Support Staff 2 Posted by Adam Simmons on 30 Nov, 2010 07:46 AM
Hi oneprotect,
The best way would be to use a dynamic texture wrapped to some screen-projected rectangle in Direct3D.
For example, to update the contents of a texture (IDirect3DTexture) from a RenderBuffer instance:
3 Posted by Jonathan on 10 Jan, 2012 02:14 AM
Thanks for replying. I got the texture to come up, but it comes out black.
Here's the rendering code.
Just in case, here's my code that loads up the google url:
Thanks, Jonathan.
4 Posted by Jonathan on 10 Jan, 2012 02:56 AM
LOL! Oops. I replied on the wrong discussion. But I guess this is a relevant question and if someone wants to answer that would be great. :)
5 Posted by Jonathan on 10 Jan, 2012 03:33 AM
Got it!
Pretty much I was loading the buffer size wrong