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kubera

Member Since 17 Feb 2012
Offline Last Active Yesterday, 10:59 AM
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Posts I've Made

In Topic: Shadow mapping - near and far

Yesterday, 10:22 AM

You would consider rendering two shadows independently with different math parameters

and then merge theirs output textures into one shadow by the HLSL.

It would be less efficient (two shadows processed).


In Topic: why direct2d gets WM_ERASEBKGND message when pressing ctrl+alt+del

13 May 2013 - 11:52 AM

You would ask there, also:

http://xboxforums.create.msdn.com/forums/76.aspx

 

In those forums are participating Microsoft's experts.


In Topic: Question on XAudio2

13 May 2013 - 01:26 AM

Yes, you would deploy XAudio 2 DLL only.

Windows 8 has XAudio 2.8 installed.

 

The .lib file is only important for linking against such library.

It must not be installed.


In Topic: copying gdi texture into directx texture

11 May 2013 - 01:27 AM

Do you use D3DX API?

  1. In this case you would write the source image into a stream instead of file.
  2. Load it into the memory from the stream.
  3. calling D3DXCreateTextureFromFileInMemoryEx() API.

A second solution, without D3DX.

You would create a kind of DDS texture from such bitmap (these two types are different and you can not pass PNG or BMP into locked rectangle).

It is more complex.

 

Please consider reading blog:

http://blogs.msdn.com/b/chuckw/


In Topic: Loading textures without D3DX?

14 April 2013 - 03:11 PM

I found GDI+'s Bitmap class extremly easy to use, it can load images from more formats (i use it to load png's to create texture arrays for dx11). It is supported from winXP and above. No need for external lib, but for windows only ofc.

GDIPlus is deprecated too.


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