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1 vote
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D3D11 wrong full screen resolution

I am currently writing a Directx 11 engine and have problems with the resolution when switching to exclusive fullscreen on my 1440p monitor. If i call SetFullscreenState(TRUE, NULL), the screen ...
Kyto's user avatar
  • 31
1 vote
1 answer
2k views

couldn't switch to requested monitor resolution in Windows 7

Run the game,and it shows that it couldn't switch to requested monitor resolution, DX11 could not switch resolution in Windows 7(both 32 and 64 bit ) when I tried to build the game with Unity 2017.3, ...
zyo zyo's user avatar
  • 21
2 votes
0 answers
215 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
Guille's user avatar
  • 21
5 votes
2 answers
4k views

Direct3D 11: Changing fullscreen resolution does not work

In my application I can switch back and forth between windowed and fullscreen mode using IDXGISwapChain::SetFullscreenState. When the WM_SIZE is handled, IDXGISwapChain::ResizeBuffers is called in ...
Andreas Flöjt's user avatar
2 votes
1 answer
249 views

How do I determine color resolution of an output in DXGI/D3D?

i'm was revising some code i wrote some time ago when working on the window wrapper for my rendering framework. The framework is based off DirectX, but it wasn't really using any D3D-related facility. ...
Edoardo Dominici's user avatar
17 votes
2 answers
637 views

Coding for a really, really high-resolution display array

I've been tasked with building a real time "full screen" demo to run on a 5x2 array of 60+ inch LED TVs: or, in other words, a 20 megapixel display. We've got a machine built that can run a single ...
3Dave's user avatar
  • 3,151