» Device (EX9 Manual)
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Device (EX9 Manual)

Help Allows you to create additional Direct3D Devices manually
Author vvvv group

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about Device (EX9 Manual)

the above info is not complete:

Configuration Inputs

  • Adapter .. associate the device with a monitor/adapter
  • Descriptive Name .. guess what
  • Device Type .. msdn link
    • HAL - hardware accelerated device (default)
    • REF - reference device (only insteresting for debugging and available only when directx sdk is installed)
    • SW - software (not implemented)
  • Vertex Processing Mode .. msdn link
    • you can leave this setting as is since vvvv will always chose the best setting available on your graphiccard. still you can change it for debugging reasons.
  • Preserve Double Precision .. msdn link
  • Multithreaded .. msdn link

Outputs

  • Status - mainly for debugging to see if settings made on the devices have been accepted
  • Caps - shows some of the graphic cards capabilities

A Word about Manually Handled Devices

every Renderer (EX9) node needs to be associated with a device. this connection is in fact handled internally by vvvv and in most cases you'll not need to know anything about the existence of "devices".

however, you can also manage devices manually. as soon as you have created a Device (EX9 Manual) node a manual device is available for renderers to use. on a Renderer (EX9) notice the "Device" configuration pin when viewed with an inspektor. this pin defaults to -1 but can be set to positive values (starting with 0) to associate this renderer with a manual device. the number of the manual device is denoted by the slice position this device is configured in, in the Device (EX9 Manual) node. therefore if you have two manual devices you you can choose between them by selecting 0 or 1 in a (Renderer (EX9) )) "Device" pin.

Purpose

two reasons come to mind for using manual devices:

  • debugging - you can create several devices even on one monitor. one with the type HAL and the other with type REF if you are so inclined.
  • specify fullscreen monitor - via the "Adapter" pin you specify the monitor/adapter this device is created for. note that a Renderer (EX9) associated with a certain device can only use hardware acceleration if its window is placed on the same monitor/adapter its device is created for. also when going fullscreen with a renderer note that it will go fullscreen on the monitor/adapter its associated device was created for, regardless of the position of its window.

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Shoutbox

~14d ago

~17d ago

joreg: The Winter Season of vvvv workshops is now over but all recordings are still available for purchase: https://thenodeinstitute.org/ws23-vvvv-intermediates/

~23d ago

schlonzo: Love the new drag and drop functionality for links in latest previews!

~1mth ago

joreg: Workshop on 29 02: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/

~1mth ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~2mth ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~2mth ago

woei: @Joanie_AntiVJ: think so, looks doable