How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its pretty fast, I get the raw bitmap in ...
I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, ...
I have some screenshot code (pasted below) which was working fine until I enabled MSAA. The first time I tried to use this code, it complained that the texture I'm creating needed to match the sample ...