Asked By
anna scott
20 points
N/A
Posted on - 01/13/2012
For interloping WPF and Directx 11 a shared surface queue is necessary. Why is it so? In DirectX game full screen mode, the texture is not working. How do I resolve the problem? Will the GPU save the earlier data stored in a memory if the slot is reused? Also, is it possible to change the processor resources without any issue?
Directx 11 issue and WPF interloping
There is a Project called SlimDX that might be able to help you.
You can use this tool within a WPF application, however, you’ll need to do some effort to get it to work.  There is an airspace issue unless you use D3DImage within WPF, which requires using a DirectX 9Ex shared surface to expose your DX11 content.
You can directly access this from
http://richardssoftware.net/Home/DirectX11Tutorials
Hope this resolves the Issue.
Directx 11 issue and WPF interloping
Hello Anna,
Maybe it is the way that you are using the application that is causing the issue that you are getting. Try using it in the following way and see if it will help:
using SlimDX.DirectInput;
private DirectInput directInput;
private Keyboard keyboard;
[...]
//init
directInput = new DirectInput();
keyboard = new Keyboard(directInput);
keyboard.SetCooperativeLevel(form, CooperativeLevel.Nonexclusive |
CooperativeLevel.Background);
keyboard.Acquire();
[...]
//read
KeyboardState keys = keyboard.GetCurrentState();
But it is highly recommended by Microsoft that you should use SlimDX.RawInput.
Microsoft claims that new applications should utilize Windows message loop for the keyboard as well as the mouse input instead of DirectInput, and they should also make use of XInput instead of DirectInput for Xbox 360 controllers.
Regards,
Carl