<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>DirectCanvas</title><link>http://directcanvas.codeplex.com/project/feeds/rss</link><description>A hardware accelerated, 2D drawing API.</description><item><title>Source code checked in, #80132</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/80132</link><description>Upgrade&amp;#58; New Version of LabDefaultTemplate.xaml. To upgrade your build definitions, please visit the following link&amp;#58; http&amp;#58;&amp;#47;&amp;#47;go.microsoft.com&amp;#47;fwlink&amp;#47;&amp;#63;LinkId&amp;#61;254563</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 21:49:39 GMT</pubDate><guid isPermaLink="false">Source code checked in, #80132 20121001094939P</guid></item><item><title>Source code checked in, #80131</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/80131</link><description>Checked in by server upgrade</description><author>Project Collection Service Accounts</author><pubDate>Mon, 01 Oct 2012 21:43:10 GMT</pubDate><guid isPermaLink="false">Source code checked in, #80131 20121001094310P</guid></item><item><title>New Post: Load TGA Image without using WIC</title><link>http://directcanvas.codeplex.com/discussions/287249</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi, found DirectCanvas recently and it is amazing.&lt;/p&gt;
&lt;p&gt;How can I load TGA image nativly supported by&lt;span id="chickenFeet"&gt; &lt;a&gt;SlimDX.Direct3D10.&lt;/a&gt;&lt;a&gt;Texture2D.&lt;/a&gt;&lt;span&gt;FromFile(Device, String) and attach it to drawing layer?&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;span&gt;I have one more question. I need to extract raw bytes from a DrawingLayer in BRGA or ARGB buffer after I render something on it.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;span&gt;Thanks.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;</description><author>rosenkostov</author><pubDate>Tue, 24 Jan 2012 17:25:45 GMT</pubDate><guid isPermaLink="false">New Post: Load TGA Image without using WIC 20120124052545P</guid></item><item><title>New Post: Use Case?</title><link>http://directcanvas.codeplex.com/discussions/246512</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Charts with sensible performance comes to mind...&lt;/p&gt;&lt;/div&gt;</description><author>oskarK</author><pubDate>Thu, 12 May 2011 19:50:36 GMT</pubDate><guid isPermaLink="false">New Post: Use Case? 20110512075036P</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Ok, so pulling the latest from codeplex on my Windows 7 64bit laptop (vs2010) I get working samples! :)&lt;br /&gt;Though, this ultimately should work on my vista machine correct?&lt;/p&gt;
&lt;p&gt;Thanks,&lt;br /&gt;--dave&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>davehorner</author><pubDate>Mon, 09 May 2011 13:38:25 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110509013825P</guid></item><item><title>Source code checked in, #66341</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/66341</link><description>Fixed oversight for ShaderRenderer changes</description><author>JoshB</author><pubDate>Fri, 29 Apr 2011 19:20:28 GMT</pubDate><guid isPermaLink="false">Source code checked in, #66341 20110429072028P</guid></item><item><title>Source code checked in, #66340</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/66340</link><description>Added Filter property to ShaderEffect and updated ShaderRenderer to allow ShaderEffects to specify Linear or Point filtering</description><author>JoshB</author><pubDate>Fri, 29 Apr 2011 19:14:43 GMT</pubDate><guid isPermaLink="false">Source code checked in, #66340 20110429071443P</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;This machine has all sorts of stuff on it. &amp;nbsp;It has Microsoft .Net Framework 4 client profile, 4 Extended, 4 Multi-targeting Pack, DirectX SDK Feb 07,DirectX SDK June 2007, VS2005 pro,VS2008 pro,2010 pro&lt;/p&gt;&lt;/div&gt;</description><author>davehorner</author><pubDate>Wed, 27 Apr 2011 21:43:13 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110427094313P</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;@davehorner: do you have the .NET 4 runtimes or Visual Studio installed?&lt;/p&gt;&lt;/div&gt;</description><author>jdsmith99</author><pubDate>Wed, 27 Apr 2011 01:43:27 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110427014327A</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Additional information that might be handy, I did notice that the handle coming back from&amp;nbsp;IntPtr GetSharedHandle(SlimDX.Direct3D10.Texture2D Texture) was negative (-2147419200). &amp;nbsp;All the other parameters looked OK to me.&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>davehorner</author><pubDate>Tue, 19 Apr 2011 00:17:58 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110419121758A</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;I installed the directx_Jun2010_redist.exe as linked on the home page. &amp;nbsp;I also tried installing the VC++2010 runtimes found here:&lt;/p&gt;
&lt;p&gt;Microsoft Visual C++ 2010 Redistributable Package (x86)&lt;br /&gt; &lt;a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84"&gt;http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;When I tried to run WindowsFormsTest, I found that it referenced a Wildlife.wmv and failed, I placed a file there...&lt;br /&gt;I now get this:&lt;br /&gt;a TargetInvocationException when doing&amp;nbsp;_touchHandler = Factory.CreateHandler&amp;lt;Windows7.Multitouch.TouchHandler&amp;gt;(panel1);&lt;br /&gt;&lt;br /&gt;I am running on a Vista Ultimate 32bit OS, so that means I won't be playing with that sample on this machine....&lt;br /&gt;&lt;br /&gt;So, I then went back to the next sample, &amp;nbsp;WPFTestApp, when I run it, I get the following Direct3D9Exception (E_INVALIDARG) on&lt;br /&gt;E_INVALIDARG: An invalid parameter was passed to the returning function (-2147024809)&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&amp;gt;&lt;span&gt; &lt;/span&gt;DirectCanvas.dll!DirectCanvas.D3DImageSlimDX.SetBackBufferSlimDX(SlimDX.Direct3D10.Texture2D Texture = {SlimDX.Direct3D10.Texture2D}) Line 77&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;DirectCanvas.dll!DirectCanvas.WPFPresenter.SetBackBuffer() Line 188 + 0x34 bytes&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;DirectCanvas.dll!DirectCanvas.WPFPresenter.InitD3DImage(int width = 825, int height = 650) Line 183 + 0x8 bytes&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;DirectCanvas.dll!DirectCanvas.WPFPresenter.WPFPresenter(DirectCanvas.DirectCanvasFactory directCanvas = {DirectCanvas.DirectCanvasFactory}, int width = 825, int height = 650) Line 93 + 0xe bytes&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;DirectCanvas.dll!DirectCanvas.WPFPresenter.WPFPresenter(DirectCanvas.DirectCanvasFactory directCanvas = {DirectCanvas.DirectCanvasFactory}, int width = 825, int height = 650, System.Windows.Controls.Image image = {System.Windows.Controls.Image}) Line 103 + 0x11 bytes&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;WPFTestApp.exe!WPFTestApp.MainWindow.InitDirectCanvas() Line 171 + 0x62 bytes&lt;span&gt; &lt;/span&gt;C#&amp;nbsp;&lt;span&gt; &lt;/span&gt;WPFTestApp.exe!WPFTestApp.MainWindow.MainWindow_Loaded(object sender = {WPFTestApp.MainWindow}, System.Windows.RoutedEventArgs e = {System.Windows.RoutedEventArgs}) Line 65 + 0x8 bytes&lt;span&gt; &lt;/span&gt;C#&lt;/p&gt;
&lt;p&gt;Any thoughts on how to get past this error?&lt;br /&gt;&lt;br /&gt;Thanks,&lt;br /&gt;--dave&lt;br /&gt;&lt;br /&gt;PS&amp;gt; your dnn article linked on the DirectCanvas home page for the&amp;nbsp;DXVA checker is full of bad links, you might want to remove that reference on the DirectCanvas homepage.&lt;/p&gt;&lt;/div&gt;</description><author>davehorner</author><pubDate>Mon, 18 Apr 2011 23:59:54 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110418115954P</guid></item><item><title>New Post: VC++ 2010 Runtimes</title><link>http://directcanvas.codeplex.com/discussions/252688</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;In addition to the DirectX runtime noted on the project's home page, apps built with DirectCanvas require the VC&amp;#43;&amp;#43; 2010 runtime. I built some sample apps and deployed them to a &amp;quot;clean&amp;quot; machine. No luck until I installed the VC&amp;#43;&amp;#43; 2010 runtime. I used v 10.0.30319.&lt;/p&gt;
&lt;/div&gt;</description><author>jdsmith99</author><pubDate>Tue, 05 Apr 2011 23:12:17 GMT</pubDate><guid isPermaLink="false">New Post: VC++ 2010 Runtimes 20110405111217P</guid></item><item><title>New Post: Adding elements dynamically</title><link>http://directcanvas.codeplex.com/discussions/252286</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Very cool project.&lt;/p&gt;
&lt;p&gt;Any suggestions on adding visual elements at run time? I can think of several ways to do it, but any guidance as to what
&lt;span style="text-decoration:underline"&gt;you&lt;/span&gt; think is the best way? For example, if I create a particle simulation, and I want to allow users to, click the mouse to add a new particle to the system...how should I do it (add an additional particle)? Something
 like a method on my Scene class? Wasn't sure if there was something in the library to handle a case like this or any big gotchas to watch for.&lt;/p&gt;
&lt;/div&gt;</description><author>jdsmith99</author><pubDate>Sun, 03 Apr 2011 02:13:09 GMT</pubDate><guid isPermaLink="false">New Post: Adding elements dynamically 20110403021309A</guid></item><item><title>Patch Uploaded: #8760</title><link>http://directcanvas.codeplex.com/SourceControl/list/patches</link><description>
&lt;p&gt;&lt;a href='http://www.codeplex.com/site/users/view/Marcus417'&gt;Marcus417&lt;/a&gt; has uploaded a patch.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Description:&lt;/b&gt;&lt;br /&gt;Simple Memory Leak fix, the D3DImageSlimDX.IsFrontBufferAvailableChanged event was never unregistered.&lt;br /&gt;&lt;br /&gt;Now doing so in the Dispose&amp;#40;&amp;#41; override, just before freeing the reference to the D3DImageSlimDX.&lt;/p&gt;</description><author>Marcus417</author><pubDate>Wed, 16 Mar 2011 14:43:35 GMT</pubDate><guid isPermaLink="false">Patch Uploaded: #8760 20110316024335P</guid></item><item><title>Source code checked in, #64523</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/64523</link><description>Added another RenderOption to ThreeDSample - using a DrawingLayer as a texture for a 3D object</description><author>JoshB</author><pubDate>Sat, 12 Mar 2011 18:31:22 GMT</pubDate><guid isPermaLink="false">Source code checked in, #64523 20110312063122P</guid></item><item><title>Source code checked in, #64511</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/64511</link><description>Added new sample project &amp;#40;ThreeDSample&amp;#41; to show how to render Direct3D10 onto a DrawingLayer&amp;#13;&amp;#10;Modified DrawingLayer to expose Texture2D IntPtr and RenderTargetView IntPtr, allowing you to get reference using any Direct3D10 framework&amp;#13;&amp;#10;Added overload to DrawingLayer.DrawText to allow specification of font size</description><author>JoshB</author><pubDate>Sat, 12 Mar 2011 06:31:59 GMT</pubDate><guid isPermaLink="false">Source code checked in, #64511 20110312063159A</guid></item><item><title>Source code checked in, #64510</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/64510</link><description>Fixed bug in WPFPresenter to ensure rendering happens on UI thread</description><author>JoshB</author><pubDate>Sat, 12 Mar 2011 06:28:53 GMT</pubDate><guid isPermaLink="false">Source code checked in, #64510 20110312062853A</guid></item><item><title>Source code checked in, #64079</title><link>http://directcanvas.codeplex.com/SourceControl/changeset/changes/64079</link><description>Updated SlimDx to latest nightly build &amp;#40;rev 1976, http&amp;#58;&amp;#47;&amp;#47;code.google.com&amp;#47;p&amp;#47;slimdx&amp;#47;&amp;#41;&amp;#13;&amp;#10;Added D3DImageSlimDX.cs from SlimDx&amp;#39;s WpfSample10. &amp;#13;&amp;#10;Moved old WPFPresenter &amp;#40;and some experimental changes&amp;#41; to WPFBlitPresenter&amp;#13;&amp;#10;Integrated D3DImageSlimDX into WPFPresenter&amp;#13;&amp;#10;WPFPresenter now subscribes to CompositionTarget.Rendering for render loop. Start and stop the rendering with WPFPresenter.StartRendering and .StopRendering. Check if rendering with WPFPresenter.IsRenderingActive property.&amp;#13;&amp;#10;Changed IScene interface into the abstract Scene class and moved it to DirectCanvas.Scenes&amp;#13;&amp;#10;Moved InputStatus enum to DirectCanvas.Scenes&amp;#13;&amp;#10;Added Scene.ActivateScene and .DeactivateScene and updated demos to start and stop the video playback&amp;#13;&amp;#10;WPFPresenter now calls Scene.Render on the CurrentScene property, so you should set CurrentScene to whichever Scene derivative you want it to render and can change it at any time.&amp;#13;&amp;#10;Added RotationParameters.Empty static property&amp;#13;&amp;#10;Renamed DirectCanvasM2 namespace, assembly, and window title to WindowsFormsTest&amp;#13;&amp;#10;Updated WindowsFormsTest and WPFTestApp to work with Scene and other changes&amp;#13;&amp;#10;Updated Demos scenes to work with new changes</description><author>JoshB</author><pubDate>Wed, 02 Mar 2011 22:57:15 GMT</pubDate><guid isPermaLink="false">Source code checked in, #64079 20110302105715P</guid></item><item><title>New Post: DirectX9 Support?</title><link>http://directcanvas.codeplex.com/discussions/247631</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi Jer,&lt;/p&gt;
&lt;p&gt;thanks for contributing this project, pretty amazing stuff you got going there. I tried to get this running at home, but first I stumbled over the DX10 HW requirement. On my other machine I could get it running then. While Direct2D is DX10 based, MS put
 quite a lot of effort into making it still compatible with DX9 HW by using the D3D10Level9 layer. By lowering the FeatureLevel parameter in the device creation call, you can create a DX10 device even on DX9 hardware, and most of the stuff will be HW accelerated.&lt;/p&gt;
&lt;p&gt;This however does not work with your solution, because you are using version 4.0 pixel and vertex shaders for your SpriteRenderer. While the SpriteRenderer seems to be highly optimized, offloading the transform calculations to the GPU, you are loosing big
 part of potential users. Lots of users have rather powerful DX9 cards, yet they cannot run your code at all. Are you considering to add a second rendering path using version 2.0 shaders at some point?&lt;/p&gt;
&lt;p&gt;Luke&lt;/p&gt;
&lt;/div&gt;</description><author>LukasFellechner</author><pubDate>Fri, 25 Feb 2011 23:23:11 GMT</pubDate><guid isPermaLink="false">New Post: DirectX9 Support? 20110225112311P</guid></item><item><title>New Post: Use Case?</title><link>http://directcanvas.codeplex.com/discussions/246512</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;What are some potential uses for this?&lt;/p&gt;
&lt;/div&gt;</description><author>ftballguy45</author><pubDate>Thu, 17 Feb 2011 17:18:50 GMT</pubDate><guid isPermaLink="false">New Post: Use Case? 20110217051850P</guid></item></channel></rss>