I have tried to disable 3D acceleration on my machine that operation system is Windows 7.
I opened the DirectX Diagnostic Tool but DirectX Features can not be changed:
In addition I also tried to change Troubleshoot settings. However, it also can't be changed:
How can i disable directX featrues?
Note: My directX version is 11.
If you mean for your own application, you can disable GPU hardware acceleration by opting for the WARP driver type (D3D_DRIVER_TYPE_WARP) when creating the Direct3D device (D3D11CreateDevice).
If you mean for an existing application, you can do the same with the DirectX Control Panel (dxcpl.exe) and selecting "Force WARP".
Disable Aero(Mostly not necessary but do it for now) Disable aero
Download directx 9.0c control panel from here
http://www.majorgeeks.com/files/details/microsoft_directx_control_panel.html
Extract and run "directx.cpl" as administrator.
Goto Direct3D and DirectDraw tabs and uncheck "Allow hardware acceleration ".
Related
I have searched a lot over the internet to find a solution for this one, but I cant find any solution. For one of my project to work, I need to increase the refresh rate of directx 11 running on windows server 2012. All the solutions that I found are able to solve the same problem, but for directx 9 or lower. Can any one tell me that how can I increase the refresh rate of directx 11 on Windows Server 2012?
You can turn off VSync, which will have the effect of decoupling your frame rate from your display device. Call Present(0,0) to see unlimited frame rates.
If you leave VSync turned on, you cannot Present frames any faster than your display device allows, likely 60hz. You're free to set your display device to whatever refresh rate you like, but that has nothing to do with DirectX 11. If you're using an LCD monitor it's likely only capable of 60hz.
I am trying to take snapshots with a Beaglebone Black paired with a RadiumBoards HD Camera Cape. I've noticed that using the built-in application (like cheese) will auto-adjust exposure. However, if I write custom C/C++ code on top of the v4l2 libraries to take a snapshot, the exposure is off (too bright or too dark, rarely correct). I would like to be able to either manually adjust exposure or allow the camera to auto-adjust. How can I do this in C/C++ source code?
Resources online indicate that I can change exposure settings through v4l2-ctl. This doesn't work for me. When I issue v4l2-ctl -l to list available controls, I get none.
The driver is reported as cssp_camera version 3.8.13.
I am not really sure if this is the issue, but you may try to specify the device that you want to control.
Assuming that is /dev/video0, you may do that by:
$ v4l2-ctl -d /dev/video0 -l
I am also assuming that you have granted permissions to the device.
Hope that I have helped.
Cheers
Is there any way to control more than one mouse, the first act as usual mouse while other would be treated as digitizer input. The problem is How to register each mouse to be treated differently and how using mousehook without capturing the whole mouse event.
I haven't write any code yet on this project, and I 'am just starting with collecting information and stuck with theses questions. I'm going to use Delphi 7
I do not know anything about it, but Multi-Touch Vista at CodePlex adds support for multiple mice.
Multi-Touch Vista is a user input management layer that handles input from various devices (touchlib, multiple mice, TUIO etc.) and normalises it against the scale and rotation of the target window. Now with multitouch driver for Windows 7.
http://multitouchvista.codeplex.com/
I got a webcam and I'm running some algorithm on the received images to find movements in it.
But, the automatic auto white balance is changing the excepted result of the pixels color variance.
That's why I'm trying to disable it.
Some one knows a way to get the web can image with out this automatic color balance or disable it ?
Tks
If you are on Linux, you can test disabling automatic white balance using the uvcdynctrl command line utility. This is not a permanent solution, since these settings are reset every time the webcam is disconnected from the computer. As of OpenCV 2.1, configuring white balance is not supported using cv::VideoCapture::set(). Assuming this is still the case in OpenCV 2.2, you will need to use another library to configure your webcam and capture frames.
If you on Linux, you can see an example of using direct Video4Linux (V4L) syscalls to do this in one of my Github projects.
In my case I found on driver two options that must be disabled, auto white exposure and auto white balance, I disable both of them and the image got as I needed.
I'm looking to create a hardware accelarated DirectX (9 at the moment) window on a secondary screen. This screen is connected to the same graphics display as the primary screen (at least at the moment).
Currently, when I try to open the window on the secondary screen based on window position or by dragging it there, CPU usage jumps by about 10%, which seems to indicate that windows is switching to a software fallback rather than the hardware accelaration.
Machine is windows XP running a NVIDIA graphics card (varying cards as this runs on several machines), with the latest driver. It's also running CUDA at the same time to produce the images if that matters. Programming language is c++, manual window and message queue creation, no tookbox used at the moment to manage the GUI
Thanks
When you call CreateDevice, make sure to use the index of the monitor you are targeting. The standard D3DADAPTER_DEFAULT value is just 0, which is the primary monitor. DirectX is a bit kludgy that way, but if the window is on a different monitor than is specified in CreateDevice, then it will silently render in a framebuffer targeting the first monitor, then buffer copy to a framebuffer on the second monitor using the OS window manager.
So, the quick and dirty solution is to use CreateDevice(1, ...) instead since that is almost always be how a dual monitor setup is indexed.
A more robust solution is to use MonitorFromWindow(hwnd) to find the monitor that the window covers the most, then iterate through available d3d adapters looking for one that returns the same monitor handle using GetAdapterMonitor(). If you have a system with more than two monitors, or if you don't know in advance what monitor you want and just have an HWND, then you need the longer method.