Create your texture from the video frame, then LockRect and copy the data. You now have the data in the D3D9 texture.
Loading a pixel shader is very simple. Use D3DXCreateEffectFromFile .
The rendering of ATVs with a texture on it can be easily found by looking at any textbook on the Internet. Try the following:
http://www.drunkenhyena.com/cgi-bin/view_cpp_article.pl?chapter=2;article=30
, .
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-, . , , , - . , "" -1 1 ( ).
:
ver[0] = new CustomVertex.PositionTextured(-1, 1, 0, 0, 0);
ver[1] = new CustomVertex.PositionTextured(1, 1, 0, 1, 0);
ver[2] = new CustomVertex.PositionTextured(-1, -1, 0, 0, 1);
ver[3] = new CustomVertex.PositionTextured(1, 1, 0, 1, 0);
ver[4] = new CustomVertex.PositionTextured(1, -1, 0, 1, 1);
ver[5] = new CustomVertex.PositionTextured(-1, -1, 0, 0, 1);
( ++ Viewport, #):
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = 1920;
vp.Height = 1080;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
pDevice->SetViewport( &vp );
.
Btw Im , SetTextureStageState... " Arg1". D3DTA_TEXTURE COLOR ARG 1?