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David_pb

Member Since 13 Nov 2008
Online Last Active Today, 08:37 AM

Posts I've Made

In Topic: DirectX 12 issues

11 June 2015 - 04:19 AM

Hi DarkRonin,

 

you might want to take a look at this thread: http://www.gamedev.net/topic/666986-direct3d-12-documentation-is-now-public/. There are floating a couple of simple example codes around. 


In Topic: DirectX 12 problems creating swap chain

11 June 2015 - 04:14 AM

Hi DarkRonin,

 

note that the first parameter of CreateSwapChain expects a command-queue not the device (even though the parameter name suggests this). Also note you should pass a DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL in the SwapEffect field of your description (and therefore use 2 buffers). Also you should definitely specify the sample desc (like count=1, quality=0).

 

Also try to enable the debug layer, so validation errors are logged directly to the visual studio output window:

ComPtr<ID3D12Debug> debugInterface;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface))))
{
  debugInterface->EnableDebugLayer();
}

In Topic: Ocean Wave 'Fake' SSS

04 February 2015 - 12:12 PM

Look's nice, Could you provide the shader code though? Maybe someone has a idea for improvement?


In Topic: C++ error

25 September 2013 - 06:33 AM

Oh, ok.. I see! :) But check your result values anyway.


In Topic: C++ error

25 September 2013 - 06:31 AM

Maybe D3D11CreateDeviceAndSwapChain failed and your device context is not initialized properly. You should definitely check your result values (i.e.):

HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL,
		D3D_DRIVER_TYPE_HARDWARE,
		NULL,
		NULL,
		NULL,
		NULL,
		D3D11_SDK_VERSION,
		&scd,
		&pSwapChain,
		&pDevice,
		NULL,
		&pDeviceContext);

if (FAILED(hr))
  // do your error handling

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