Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 17 Jan 2013
Offline Last Active Mar 23 2013 02:36 AM

Posts I've Made

In Topic: JBBRXG11(DirectX 11 in XNA) has its first compute shader running

16 February 2013 - 01:44 PM

That's great - thanks for the report - you've doubled my number of test machines!  I have experimented with Visual Studio 2012 too.  It is possible, but requires kludging the install of XNA.  My installer has hooks for it, but I've not had time for a test.  Working on Bitonic sort this morning.

In Topic: Using SlimDX in my project (DirectX11 in XNA)

06 February 2013 - 04:36 AM

Hi Mike,


Thanks for the quick response.  I've experimented a bit with the installation options you linked.  I am using InstallShield LE and have had difficulties with various of its (non)features - absolute file references, unable to access locations via registry, etc.  So, have settled on including a SlimDX dll in my installer.  I've built and uploaded my new installer today, and will set about wider (than my laptop) testing this week.


Thanks again


In Topic: Using SlimDX in my project (DirectX11 in XNA)

05 February 2013 - 04:24 AM

A further comment - I've built an installer, which should set it all up on Visual Studio 2010, provided that SlimDX and XNA 4 are installed, and would appreciate feedback from anyone trying it. 

In Topic: Using SlimDX in my project (DirectX11 in XNA)

05 February 2013 - 04:22 AM

Partly - project is incomplete.  We were hoping to get some interest and have a few people help work with it. There is a longer intro on the CodePlex site but briefly, the project began with XNA 3.1 and DirectX 10 and has been (incompletely) ported to XNA 4 and DirectX 11.  So, with some parts working and a mixture of XNA3/4 API it is currently possible to run Geometry Shaders and Tesselation.  Have a look on the site http://jbbrxg11.codeplex.com/ and have a look at my youtube video  - don't forget to display it in hi-def (1920 by 1080) or you won't be able to read the text.  Cheers, thanks for being our first response.