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kubera

Member Since 17 Feb 2012
Offline Last Active Today, 05:06 AM

#5274859 DirectXTK Sprites Init Crash

Posted by kubera on 08 February 2016 - 10:01 AM

Yoy may post the question on the GitHub.

https://github.com/Microsoft/DirectXTK




#5268143 C++ Class Constructor

Posted by kubera on 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_name(tmp_pb_name)
{
}
Phonebook::Phonebook(string && tmp_pb_name) noexcept:
	phonebook_name(std::move(tmp_pb_name))
{
}

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.




#5244730 The Feature Level 9_3 and Virtual Box question

Posted by kubera on 05 August 2015 - 03:55 PM

Hi!

Could someone answer my question, please?

Does Oracle VirtualBox work with the D3D_FEATURE_LEVEL_9_3?

(i want to host a Win7 machine with an DirectX application).

The problem is, that I do not want to activate the Win7 without such feature.

 

Thank you very much

WK

 




#5202729 DXMath simple operator, which one more effective?

Posted by kubera on 07 January 2015 - 08:36 PM

In my applications is defined a macro: 

XM_NO_OPERATOR_OVERLOADS

The code could be faster without operators in DirectX::Math.

Writting a program with this macro is possible, not a problem.




#5200736 Text-rendering solutions (with international support?)

Posted by kubera on 30 December 2014 - 02:11 AM

Hi!

 

You would implement your own engine using font textures:

http://www.angelcode.com/products/bmfont/




#5183897 Targetting Win7 with XAUDIO2

Posted by kubera on 29 September 2014 - 04:06 PM

Please read this blog:

http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx




#5166132 DX11 Multithreaded Resource Creation Question

Posted by kubera on 11 July 2014 - 12:33 AM

Your question would be answered there (also):

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

It is an official Microsoft's forum.




#5157108 Including DirectX libraries

Posted by kubera on 31 May 2014 - 01:46 AM

Hi!

 

XAudio 2.8 is a module available only on Windows 8 and newer.

Lininkg against it will exclude Windows Vista and Windows 7.




#5151242 Having trouble with my Vertex Element Class

Posted by kubera on 03 May 2014 - 02:31 PM

Yes, there would be an error in the loop block. Something would be filled twice.

P. S.
Consider such versions of your function smile.png

void Shape::setVertexElement(string semanticName, unsigned int semanticIndex, unsigned int format, unsigned int inputSlot, unsigned int inputSlotClass, unsigned int alignedByteOffset, unsigned int instanceDataStepRate)
{
	m_vertexElements.emplace_back(semanticName, semanticIndex, format, inputSlot, inputSlotClass, alignedByteOffset, instanceDataStepRate);
}

void Shape::setVertexElement(string semanticName, unsigned int semanticIndex, unsigned int format, unsigned int inputSlot, unsigned int inputSlotClass, unsigned int alignedByteOffset, unsigned int instanceDataStepRate)
{
	m_vertexElements.push_back(VertexElement(semanticName, semanticIndex, format, inputSlot, inputSlotClass, alignedByteOffset, instanceDataStepRate));
}



#5120729 Missing the vertex!

Posted by kubera on 02 January 2014 - 11:30 AM

You would consider learning arrays in C and C++. There is a difference between a pointer to pointer and a pointer to the array of your variables.

Good luck.

 




#5089717 D3DXMatrixLookAtLH internally

Posted by kubera on 27 August 2013 - 11:42 PM

You would consider using XNAMath




#5072182 Using D3D9 Functions and, HLSL

Posted by kubera on 23 June 2013 - 03:25 AM

You would consider creating your own format.

Simply load .x files into DirectX 9c, lock vertices, etc and save in such output file, which would be opened by DX11.

I mean a converter tool, rather than a runtime processing.




#5062819 Shadow mapping - near and far

Posted by kubera on 18 May 2013 - 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).




#5061452 Question on XAudio2

Posted by kubera on 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.




#5050074 About HLSL's Semantic

Posted by kubera on 04 April 2013 - 02:06 PM

http://msdn.microsoft.com/en-us/library/windows/desktop/bb509647(v=vs.85).aspx#VPOS






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