» GDITexture (EX9.Texture)
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GDITexture (EX9.Texture)

Help Allows to use the content of any drawn window as a texture in a DX window
Author vvvv group

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about GDITexture (EX9.Texture)

FAQ

GDITextures - How can I spread GDITextures?

You cant. The GDITextures will always output only one texture. actually this might be a feature worth implementing. its a flaw of the gdi texture, not the rendering process.
someone may also like to plee for inclusion of a Cons (Node), SetSlice (Node) or Stallone (Node) node in future vvvv releases. This would allow you to create your own spread of textures.

So you could be happy with just one slice of the GDITexture, and use different parts of the rendered image on different quads. Just connect a Transform node to the Texture Transform pin, and use a spread to cut out the different parts of your renderer..
GridSplit (2d) might be handy to calculate the coordinates of the texture, but you could also do without.
One thing more: It pays to set the Renderer to the right resolution. If Autosize is on, the Renderer will have the same size as the window on screen, otherwise it will have the size given by Backbuffer Width and Height. Using Powers of two (64, 128, 256, 512, 1024 etc) will give better performance (as usual when using textures).

So the GDItexture node is able to export the GDI data to DX9? Is it also possible to do this the other way around? So: from DX9 to GDI?

Nope, it works only in one direction. graphics cards these days are not really built for doing this fast, so we were not really convinced doing so. the more important question: what would be the advantage of doing so?

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