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SlimDX Direct3D10 Sprite stretches with window size

Discussion in 'Programming/Internet' started by Xarbrough, Oct 8, 2018.

  1. Xarbrough

    Xarbrough Guest

    I'd like to draw a sprite bitmap with SlimDX Direct3D10, but I'm stuck at this problem, where I can see my image on screen, but it gets stretched depending on the window size.

    The issue looks like this:

    [​IMG] [​IMG]

    I got the same general idea of drawing sprites in Direct3D9 and Direct2D working fine, because there I simply resize the RenderTarget or reinitialize the Device with a new BackBuffer.

    How do I fix this, so that the sprite remains the same dimensions independent from window size?

    I'm seeing two potential issues:

    • I don't know if and how I need to set the different Transforms to adjust for window size (I'd rather resize the backbuffer, and only transform sprites for positioning and scaling)
    • I suppose I need to update the backbuffer or do something in the form's resize event.
    Here is my rendering code:

    using DiscSim;
    using SlimDX;
    using SlimDX.Direct3D10;
    using SlimDX.DXGI;
    using System.Windows.Forms;
    using System.Drawing;
    using Device = SlimDX.Direct3D10.Device;
    using Vector2 = SlimDX.Vector2;
    using Resource = SlimDX.Direct3D10.Resource;

    namespace DiscSimSlimDX
    class Camera_DX10 : Camera
    private RenderTargetView renderTarget;
    private Device device;
    private SwapChain swapChain;
    private Sprite sprite;
    private SpriteInstance[] spriteInstances;

    public Camera_DX10(ISimulation simulation, Form form, string spritePath)
    : base(simulation, form, spritePath)
    var swapChainDescription = new SwapChainDescription()
    BufferCount = 1,
    ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
    IsWindowed = true,
    OutputHandle = form.Handle,
    SampleDescription = new SampleDescription(1, 0),
    Flags = SwapChainFlags.AllowModeSwitch,
    SwapEffect = SwapEffect.Discard,
    Usage = Usage.RenderTargetOutput

    out device,
    out swapChain);

    using (var backBuffer = Resource.FromSwapChain<Texture2D>(swapChain, 0))
    renderTarget = new RenderTargetView(device, backBuffer);
    RenderTargetViewDescription r = renderTarget.Description;

    device.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0, 1));

    device.OutputMerger.BlendState = BlendState.FromDescription(device,
    new BlendStateDescription()
    IsAlphaToCoverageEnabled = true,

    sprite = new Sprite(device, 512 * 512); // How big should the buffer size be?
    sprite.ProjectionTransform = Matrix.Identity; // ?
    sprite.ViewTransform = Matrix.Identity; // ?

    ShaderResourceView texView = ShaderResourceView.FromFile(device, "Resources/World.png");
    var spriteInstance = new SpriteInstance(texView, Vector2.Zero, new Vector2(1, 1));
    spriteInstance.Transform = Matrix.Identity; // ?

    spriteInstances = new SpriteInstance[1] { spriteInstance };

    form.ResizeEnd += (s, e) =>
    // How do I resize the backbuffer or what do I need to do
    // to adjust for the new window size?


    public override void Draw()
    device.ClearRenderTargetView(renderTarget, Color.Black);
    swapChain.Present(0, PresentFlags.None);

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