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Member Since 02 Apr 2011
Offline Last Active Aug 28 2016 04:56 PM

Posts I've Made

In Topic: vs 2013 hlsl

25 May 2015 - 09:58 AM

I'm having this problem now myself.

I started to think that there is something wrong with that instead of me doing something wrong. We can possibly get the same behavior by using fxc with custom build step but it would be really convenient if it works.

In Topic: Problems passing an XMFLOAT4 to a shader

01 July 2014 - 07:16 PM

I think the reason is you are not adding D3D11_CPU_ACCESS_WRITE flag to your constant buffer. Since you are writing data from CPU you need to use that flag.

In Topic: Questions about game developing

26 June 2014 - 07:18 AM

I have Direct X SDK.So, I must link it to visual studio and start learning ,right?

Yes. And if you start with the tutorial in that web page it starts with a tutorial to how to link it properly. Also I forgot to mention but Frank Luna's books are great for Direct X reference, it tells you most of the stuff that you need to know with detail. http://www.d3dcoder.net/ this is his web page and you can buy the book depending on the version of Direct X you want to learn. I am assuming you are going for Direct X 11.

In Topic: Questions about game developing

25 June 2014 - 06:05 PM



1- I haven't tried Code::Blocks so I can't say anything about that but I am using Visual Studio and I am pretty happy with it. Also you might need Windows SDK or Direct X sdk. Windows SDK is newer but you need Windows 7 or 8.

2- If you really want to learn what is going on with Direct X I recommend you to create your own small applications. Since most of the game engines hide the complexities from the user it is hard to learn really what is going on by learning a game engine.


In Topic: DirectX10 - Rasterizer state

29 May 2014 - 07:46 PM

What you can do is create a wrapper class for the D3D10_RASTERIZER_DESC which sets everything to its default value. Then you can change only the values you want. So you don't have to type that all the time. In my case I created a wrapper class with D3D11_RASTERIZER_DESC(I'm using DirectX 11) as its private member. But you can also create a struct or class that inherits from D3D10_RASTERIZER_DESC.