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zerorepent

Member Since 25 Sep 2007
Offline Last Active Jul 18 2014 03:27 PM

#5030323 OpenGL and Mac: No D3D11 level functionality?

Posted by zerorepent on 09 February 2013 - 02:36 AM

Actually this was one of the greatest dissapointments for me after buying a MBP. Before buying I just looked at the hardware and not into further details about drivers :( 




#4993489 Problem with ID3D11DeviceContext::Map()

Posted by zerorepent on 24 October 2012 - 12:04 PM

I think the easiest way is to keep the vertices in mainmemory and then make the update against that and send the updated relevant parts via map/updatesubresource with write discard as MJP wrote below.


#4993431 Problem with ID3D11DeviceContext::Map()

Posted by zerorepent on 24 October 2012 - 08:13 AM

From what I can see you set the writeflag, but not the readflag on the vertexbuffer description, the same with the map function, you set the write flag but not the readflag (D3D11_MAP_READ), i.e. in your case you are allowed to write to the buffer, but not read from it.


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