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Update a D3D9 texture from CUDA

I’m working on a prototype that integrates WPF, Direct3D9 (using Microsoft’s D3DImage WPF class), and CUDA (I need to be able to generate a texture for the D3DImage on the GPU). The problem is, CUDA doesn’t update my texture. No error codes are returned, the texture just stays unchanged. Even...

Can WPF's D3DImage.IsFrontBufferAvailable be ignored?

I always followed the common advice for WPF's D3DImage.IsFrontBufferAvailable and stopped rendering when the front buffer is not available. But after resetting the D3D device this property sometimes remains stuck to false and never becomes true again. Unless I drop to the debugger and ignore the property and continue rendering...