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Member Since 17 Feb 2012
Offline Last Active Yesterday, 02:21 PM

Posts I've Made

In Topic: Do game developers still have any reason to support Direct3D 10 cards?

18 February 2016 - 02:26 PM



An interestic thread.

I use the Direct3D11 API, but min. feature level 9_3.

One comment, that 9_1 ... 9_3 feature levels are maximum on some tablets.

For such devices it is a good idea to be back compatible.

In Topic: DirectXTK Sprites Init Crash

08 February 2016 - 10:01 AM

Yoy may post the question on the GitHub.


In Topic: Use different shaders

24 January 2016 - 12:49 PM



I have a containter class, which has a few std::unorderde_maps.

It has PSes, VSes and Input Layouts. These three classes may be merged into one combine.

One thing is important about Input Layouts. You need them: one per D3D11_INPUT_ELEMENT_DESC, not per VSIt makes code a bit complex.

I have also XML parser (very simple based on MS XML Light), which is a database describing how to join them.

The last thing, I have only precompiled shaders. They are loading faster.

Everything is called by the std::wstring - name.

In Topic: C++ Class Constructor

27 December 2015 - 04:06 PM

I am not sure, but it looks like the compiler wants to move instead of copying.

Phonebook::Phonebook(const string & tmp_pb_name) :
Phonebook::Phonebook(string && tmp_pb_name) noexcept:

The first thing, that is a bit interesting: that you can initialize the phonebook_name variable like me in this code.

It is a bit faster, than yours.

In your code is called default ctor, and the assigment later.

In my is only ctor with value to copy.


The first version copies string from the parameter, the second moves.

(the source become invalid or empty after the movement, for example string becomes an empty one, but it is more efficient sometimes)


P. S.

In your code you pass string by value, sometimes is reference is better.

In Topic: Exception thrown (in debug pane) when exiting fullscreen

18 October 2015 - 06:10 AM

I have the same problem.