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Member Since 02 Oct 2010
Offline Last Active Yesterday, 02:19 PM

Posts I've Made

In Topic: Win32 controls on top of directx app. Problems with fullscreen.

Yesterday, 03:08 AM

I don't think you can get them in fullscreen. You can get the menu-bar partially by holding down alt-key and use that.

In Topic: Is there DirectX 11 SLI Example code?

11 July 2015 - 06:04 PM

I should mention that I got both my GPUs (gtx690) working with stereoscopic 3D enabled in the control panel. The driver would give one gpu the left frame and the other the right frame.

In Topic: Is there DirectX 11 SLI Example code?

09 July 2015 - 02:59 AM

From developer.nvidia.com/nvapi


NVAPI Feature Categories


  • GPU Topology
  • Ability to enable SLI and Hybrid GPU topologies. Requires NDA Edition for full control of this feature.


Requires NDA Edition, I don't know if that means "Non-disclosure agreement" which you must sign to be part of the club.



NVAPI comes in two "flavors": the public version, available above, and a more extensive version available to registered developers under NDA. Registered developers can contact their NVIDIA account manager to make sure you have the latest NDA edition of NVAPI.

In Topic: Is there DirectX 11 SLI Example code?

09 July 2015 - 12:24 AM

Last time i tried to learn about SLI I found out that NVidia has disabled it and you need to be special to enable it...

In Topic: Load Compiled Shaders

22 June 2015 - 12:08 PM

You can tell Visual Studio to compile HLSL files directly to bytecode header files, such that vs.hlsl becomes vs.h inside the project directory. Do this by right-clicking each hlsl file and configure.


Then simply:

#include "ps.h"
#include "vs.h"


	HR(m_pDevice->CreateVertexShader(g_VShader, sizeof(g_VShader), nullptr, &m_pVS));			//	fxc compiles .hlsl files into header files
	HR(m_pDevice->CreatePixelShader(g_PShader, sizeof(g_PShader), nullptr, &m_pPS));			//	g_VShader and g_PShader are the compiled bytecode arrays in these headers 

	m_pImmediateContext->VSSetShader(m_pVS, nullptr, 0);
	m_pImmediateContext->PSSetShader(m_pPS, nullptr, 0);