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Direct2D Blank Area Problems with larger surfaces RRS feed

  • Question

  • So if I say draw a bitmap to a larger surface or VirtualSurfaceImageSource to be specific I get blank white areas toward the bottom.  So on my system with an NVidia 660GT card DirectX 11.0 when I make the surface 2048 x 2048 or 4096 x 4096 it works great.  It starts messing up at about 7000x7000+.  The Maximum Texture Size limit on DirectX 11 machines is 16,384x16,384 so it is not hitting this limit also it is not getting the out of memory error that happens when the limit is hit.

    On lower end machines that are DirectX 10 the problems start to happen at about 3000x3000+ and I get other weird artifacts sometimes.  The Maximum Texture Size on DX10 is 8192x8192. 

    Note:  This also happens when I break up the update into rectangles to a say 1024x1024 and render then 1 by 1 from top to bottom in order as well.  (Not Multithreading, 1 by 1)

    Anyone know why this is happening?  Thanks in advance!


    SB Software Developer

    Monday, April 29, 2013 10:09 PM

All replies

  • Hello,

    Would you please provide us the whole codes to reproduce this issue,

    You can upload your project to SkyDrive
    http://skydrive.live.com/

    It is not necessary that you send out the whole of your project. We just need a simplest sample to reproduce the problem. You can remove any confidential information or business details from it.

    If you don't want to upload the sample code, you can try to get the paid support from https://getsupport.microsoft.com/

    Best regards,
    Jesse

     


    Jesse Jiang
    MSDN Community Support | Feedback to us
    Develop and promote your apps in Windows Store
    Please remember to mark the replies as answers if they help and unmark them if they provide no help.

    Wednesday, May 1, 2013 3:04 AM
    Moderator
  • It is a very complicated app that mainly uses C# with a proprietary graphics engine component I wrote in c++/directx.  It is top secret and about to be released so I can't post the code.  I am just going to use the lower resolutions for now.  I will try and make a side project whithin a month that reproduces the problem and post it here as I do want to support higher resolutions in the next version.

    Thanks,
    SB


    SB Software Developer

    Wednesday, May 1, 2013 5:12 PM