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Home/ Questions/Q 857251
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T08:22:14+00:00 2026-05-15T08:22:14+00:00

I need to render a simple texture mapped model as the output of a

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I need to render a simple texture mapped model as the output of a directshow source filter. The 3d rendering doesnt need to come from Direct3D, but that would be nice. OpenGL or any other provider would be fine assuming I can fit it into the context of the DirectShow source filter.

visual studio 2008 c++

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-15T08:22:15+00:00Added an answer on May 15, 2026 at 8:22 am

    With direct3d I have found that you can call GetRenderTargetData from the d3d device to get you access to the raw image bytes that you can then copy into the source filters image buffer

    Here is example code of how to get the d3d render

    void CaptureRenderTarget(IDirect3DDevice9* pdev)
    {
        IDirect3DSurface9* pTargetSurface=NULL;
        HRESULT hr=pdev->GetRenderTarget(0,&pTargetSurface);
        if(SUCCEEDED(hr))
        {
            D3DSURFACE_DESC desc;
            hr=pTargetSurface->GetDesc(&desc);
            if(SUCCEEDED(hr))
            {
                IDirect3DTexture9* pTempTexture=NULL;
                hr=pdev->CreateTexture(desc.Width,desc.Height,1,0,desc.Format,D3DPOOL_SYSTEMMEM,&pTempTexture,NULL);
                if(SUCCEEDED(hr))
                {
                    IDirect3DSurface9* pTempSurface=NULL;
                    hr=pTempTexture->GetSurfaceLevel(0,&pTempSurface);
                    if(SUCCEEDED(hr))
                    {
                        hr=pdev->GetRenderTargetData(pTargetSurface,pTempSurface);
                        if(SUCCEEDED(hr))
                        {
                            //D3DXSaveTextureToFile(L"Output.png",D3DXIFF_PNG,pTempTexture,NULL);
                            D3DLOCKED_RECT data;
                            hr=pTempTexture->LockRect(0, &data, NULL, 0);
                            if(SUCCEEDED(hr))
                            {
                                BYTE *d3dPixels = (BYTE*)data.pBits;                                            
                            }
                            pTempTexture->UnlockRect(0);
                        }
                        pTempSurface->Release();
                    }
                    pTempTexture->Release();
                }
            }
            pTargetSurface->Release();
        }
    }
    
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