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6/8/06: Added FromStream workaround. To be able to convert from every possible format of bitmap, Managed DirectX uses Bitmap.GetPixel to read each pixel. This means height*width calls into GDI. Unfortunately due to a known issue (passport required) with the way that the managed debugging assistants (MDAs) work in Visual Studio there is a huge amount of overhead with each under-the-covers PInvoke. This overhead combined with the height*width calls means that textures can take minutes to convert into textures and you would probably think your application has crashed. Note that this issue only occurs when running your application under the debugger. Outside of Visual Studio your application will run at a perfectly normal speed. There are several workarounds noted in the bug:
The following links have more details: Updated 6/8/2006 10:00:00 AM by Zman
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