It's been a really long time since I've done any DirectX writing. So as I was going through my email this weekend, trying to get caught up (sorry to those who've been waiting for answers - I'm getting there!), it was fun to sit down and answer a Direct3D question from a reader. He wanted to know how to save something he'd rendered out to a file. As it turns out, it's dead simple; as long as you set PresentationParameters.SwapEffect to either SwapEffect.Discard or SwapEffect.Copy, you can just use this line of code:
SurfaceLoader.Save(filename, ImageFileFormat.Jpg, _device.GetBackBuffer(0, 0, BackBufferType.Mono));
You have to love Managed DirectX.
I've posted the code here. It's not a full-blown tutorial - those take at least a few full days each to write - just a little sparsely-commented code. Maybe I can start to post a few more little snippets like this on the DirectX wiki to make it more useful.
Using PNG format instead of Jpg yields much better quality results with about the same size.
ReplyDeleteFantastic! saved me hours!
ReplyDelete