How to pass a shared handle to D3DImage in a managed way? #6311
Replies: 4 comments
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I have managed to get this done using an unmanaged dll and calling the following functions:
Even though I'm unblocked at the moment, I think it would be nice to have this functionality included publicly in D3DImage type for convenience (assuming there isn't already an alternative managed way). This would eliminate a great deal of extra work such as:
I'm updating the title to remove the [Question] tag. I believe this is more of a "feature request" now. |
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@essoperagma Could you try my demo? |
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Thanks @lindexi. It seems that you have used a 3rd party package to access D3D functionality. I guess that is another way to unblock the development. I'm wondering if this could be included in |
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@gurpreet-wpf, Would you consider this feature if implemented by the community? If yes, where would one get started? |
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I have a Win32 application that is rendering a 3D scene onto a shared texture using Direct3D 9ex.
I also have a WPF application, running as a separate process. It has access to the shared handle of the texture previously created by the 3D application.
To be able to display this image in my WPF app, I am trying to utilize 3D3Image.SetBackBuffer, which requires a pointer to the texture.
However, at this point, I only have a shared handle and not a texture. My questions are:
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