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The following table shows an example arrangement of Direct3D handle values (supplied through D3dCreateSurfaceEx) that might be present in a two-head scenario. The front, back and depth/stencil surfaces on each head all have unique handles; the master head must work with all of these handles. The master head owns all texture, vertex buffer, and index buffer surfaces; handles for these surfaces are only created on the master head.
Master head handle value | Subordinate head handle value | Surface |
---|---|---|
0 |
Front buffer for master |
|
1 |
Back buffer for master |
|
2 |
Depth buffer for master |
|
3 |
Front buffer for subordinate |
|
4 |
Back buffer for subordinate |
|
5 |
Depth buffer for subordinate |
|
6 |
Texture 1 for master |
|
7 |
Texture 2 for master |
|
8 |
Texture 3 for master |