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Shawn Hargreaves

Member Since 14 Mar 2011
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Shawn Hargreaves' Blog > DirectXMesh

Posted Shawn Hargreaves on 28 June 2014 - 02:16 PM

Chuck Walbourn has been hard at work on a new project which is now available on CodePlex:
This is a shared source library for performing various geometry content processing operations including generating normals and tangent frames, triangle adjacency computations, and vertex cache optimization. Basically it does for geometry processing wh...

Shawn Hargreaves' Blog > Customizing Visual Studio GPU profiling

Posted Shawn Hargreaves on 14 April 2014 - 01:09 PM

The GPU profiling feature discussed in my previous post includes a not-very-obvious customization mechanism:
Graphics / Start Diagnostics , use Print Screen to capture frames, then return to Visual Studio
Open up the folder that contains the resulting .vsglog capture file (eg. right-click on GraphicsExperiment1.vsglog and select Open Containing Folder...

Shawn Hargreaves' Blog > GPU profiling in Visual Studio 2013 Update 2

Posted Shawn Hargreaves on 05 April 2014 - 06:34 PM

The graphics debugging tool formerly known as PIX has been integrated into Visual Studio for a while now, and gets better in every release. But unlike Xbox PIX, the Windows incarnation of this technology has until now been only for debugging and not profiling. It provided lots of information about what happened, but none at all about how long things took....

Shawn Hargreaves' Blog > Windows Phone 8.1

Posted Shawn Hargreaves on 03 April 2014 - 10:24 PM

Hey up, long time no blog…

At the Build conference this week we announced what I’ve been working on for the last while: Windows Phone 8.1. It’s full of cool new stuff , but my contribution was deep in the entrails of the operating system, converging the graphics stack between Phone and desktop Windows and making sure this shared code runs well in limit...

Shawn Hargreaves' Blog > DirectXTK now does audio as well as graphics

Posted Shawn Hargreaves on 09 January 2014 - 11:42 PM

While I’ve been distracted working on the next version of Windows Phone, Chuck has been busy adding features to the DirectX Tool Kit . New in the Dec 24th release:

DirectXTK for Audio
Xbox One platform support
MakeSpriteFont tool updated with more progress feedback when capturing large fonts
Minor updates for .SDKMESH Model loader
Fixed bug in .CMO Model...

Shawn Hargreaves' Blog > Debugging Direct3D programs: a taxonomy of error conditions

Posted Shawn Hargreaves on 27 November 2012 - 05:01 PM

Eric Lippert wrote a fantastic article that categorizes C# exceptions into four categories:

Exogenous exceptions occur due to the messy nature of reality. Filesystems can run out of space. Network connections can drop. These things are...

Shawn Hargreaves' Blog > Catalin Zima on converting textures to .dds

Posted Shawn Hargreaves on 15 November 2012 - 12:30 PM

Catalin has a great article on how to convert textures to .dds format, which is the most efficient way to load images for use with Direct3D. He describes how to integrate the texconv tool (from DirectXTex) into Visual Studio...

Shawn Hargreaves' Blog > Beware of D3D feature level 11 in the Windows Phone emulator

Posted Shawn Hargreaves on 06 November 2012 - 10:58 AM

Windows Phone 8 devices support Direct3D 11.1 feature level 9.3, but our emulator uses the WARP rasterizer, which can handle all the way up to feature level 11. This means that, if you aren't careful, it is possible to accidentally use more advanced D3D features while developing in the emulator, only to get an unpleasant surprise when these...

Shawn Hargreaves' Blog > Speed: in which MSDOS meets Windows Phone 8

Posted Shawn Hargreaves on 01 November 2012 - 12:46 PM

Inspired by long standing XNA team tradition, the Windows Phone graphics team recently spent some time using our product and trying to build some apps. One of our goals in supporting...

Shawn Hargreaves' Blog > Is SpriteBatch Turing complete?

Posted Shawn Hargreaves on 29 December 2011 - 04:58 PM

Time for some end-of-year silliness...
Inspired by this recent Twitter exchange:
Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7?
nickgravelyn - @Scionwest Shaders aren't available, but I've seen some clever...

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