我正在使用 DirectXTK 和 Spritebatch 开发低分辨率 2D 游戏。在窗口模式下一切正常,但是每当我开始或切换到全屏时,图像都会模糊以拉伸后缓冲区以适应屏幕。
I 使用以下设置初始化设备和交换链:
DXGI_SWAP_CHAIN_DESC scd = { 0 };
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.Width = width;
scd.BufferDesc.Height = height;
scd.BufferDesc.RefreshRate.Numerator = 0;
scd.BufferDesc.RefreshRate.Denominator = 0;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = m_hWnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = !m_fullscreen;
scd.Flags = 0;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;`
采样器状态设置如下:
D3D11_SAMPLER_DESC sd = {};
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MaxAnisotropy = (m_D3DDevice->GetFeatureLevel() > D3D_FEATURE_LEVEL_9_1)?D3D11_MAX_MAXANISOTROPY:2;
sd.MaxLOD = D3D11_FLOAT32_MAX;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
在 Windows 消息处理程序中,当窗口大小发生变化时,我会重新创建资源,如果我使用新的窗口大小作为后缓冲尺寸或原始游戏尺寸,那么无论哪种方式,游戏都会变得模糊。
有谁知道如何解决这个问题?Chuck Walbourn 用户:3780494 能否说明情况?
非常感谢。