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Atemu

Member Since 08 Mar 2012
Offline Last Active Yesterday, 09:46 AM

#5037624 D3D11CreateDevice failed

Posted by Atemu on 28 February 2013 - 09:05 AM

You've got to be kidding me. Now in order to debug shaders I need to use the Graphics Diagnostic tool that requires you to buy Visual Studios. That's ridiculous.

No, that's Microsoft...




#5037618 D3D11CreateDevice failed

Posted by Atemu on 28 February 2013 - 08:59 AM

Amazing... Look at the information of the update: http://support.microsoft.com/kb/2670838
 

If you are a Windows 7 DirectX developer who uses the June 2010 DirectX Software Development Kit (SDK), you will have to update your development environments after you install this platform update. The following development .dll files that are associated with the DirectX SDK are incompatible with this platform update:
  • D3D10SDKLayers.dll
  • D3D11SDKLayers.dll
  • D3D10ref.dll
  • D2D1debug.dll

You can use one of the following applications or tools to update these .dll files:

  • The Windows 8 SDK: This SDK updates the current development environment with new headers, libs, and tools. This includes the previously-listed development .dll files. This update does not update the C or C++ compilers or the IDE, but this update does enable developers to integrate the new features of the platform update into their applications.
  • Microsoft Visual Studio 2012: This application includes the Windows 8 SDK, the Visual Studio 2012 IDE, and the new compilers. It also enables developers to integrate the new features of the platform update into their applications.
  • Remote Tools for Visual Studio 2012: These tools are the minimum requirement in order to continue using the Direct3D debug layer. These tools update only the previously-listed development .dll files. These tools do not enable developers to integrate the new features of the platform update into their applications. These tools are available in the "Remote Tools for Visual Studio 2012" section of the Visual Studio Download Center, or can be downloaded from the following links. These packages can be safely installed on development systems: Note The Pix for Windows tool from the DirectX SDK is incompatible with this platform update. See Debugging Shaders in Visual Studio for more information about the new tools available in Visual Studio 2012.
For more developer information about this platform update, go to the following MSDN website:



#5021432 Is it a good idea to do a project like that?

Posted by Atemu on 14 January 2013 - 10:14 AM

Good afternoon everyone !
 
Last year I took an OpenGL course which was quite cool, the only problem is that we learned a very old way to program in OpenGL (we used GLUT). I had a project to do, a Pac-Man, in 2D and then in 3D. It was great, really, I liked it a lot ! The most interesting part was the graphics programming smile.png For my internship I looked for one in that domain but especially in the video game industry. Unfortunately, it's something very difficult (and rare) to find in Belgium. I finally did it in a company that are creating their own graphic engine on the top of OGRE. I didn't worked on the engine itself but on a tool, a plugin for Autodesk Revit Architecture. I had to integrate OGRE for a real-time preview of the opened file in Revit. It was quite a challenge, not because of OGRE but because of the Revit API which is awful and absolutely not thought for doing that.
 
Well that's it for the past smile.png
 
Few month ago I purchased the book "Introduction to game programming with DirectX 11" by Frank D. Luna and I'm reading it. It's very well written and understandable. I had an idea project to do while learning DirectX 11, some kind of a demo application that shows what I implemented (e.g. generating sphere, loading mesh, generate terrain...). I would like to know what you think of that, if you have any advice to give me or anything else that can help me.
 
Thanks in advance !
 
Atemu



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