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kubera

Member Since 17 Feb 2012
Offline Last Active Nov 23 2014 04:18 AM

#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




#5049943 About HLSL's Semantic

Posted by kubera on 04 April 2013 - 08:18 AM

Maybe you would fill the POSITION1 value as the vertex shader's output.

Is is possible, that the Monkey has a bug, and you can create a new project from scratch.




#5035394 Lighting problem on Intel HD Graphics 3000

Posted by kubera on 22 February 2013 - 07:34 AM

The reason would be the lack of required shader model.

Maybe the GPU has no PS 2.0/3.0 support, which could not be emulated.

 

The latest Intel's GPUs work correctly, I think.




#5005201 HLSL pixel shader works with magic number (0.3333) but not with (1 / 3) why?

Posted by kubera on 28 November 2012 - 11:37 PM

For such magics you would consider using relattions <, <= etc, not ==.
It is more safe for floats.


#4995093 Problem Setting Constant Buffers

Posted by kubera on 29 October 2012 - 09:49 AM

The alignment depends on your device's feature level. For legacy SM 2.0 it is not guaranted.
There are a few functions that could alloc aligned memory, but in your code it is made by OS.


#4986032 Learning D3D; having issues creating shaders

Posted by kubera on 02 October 2012 - 06:00 AM

You would rather compile using off-iine tool like fxc.exe
You could be sure, that the shader is well-formed and you could load an intermediate code faster than source.


#4985335 Updating engine from dx9 to dx11

Posted by kubera on 30 September 2012 - 06:24 AM

Please consider not using D3DX tools, they are obsolete.
Now are available more modern elements, XNAMath and D3DCompileXX,DLL.




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