Jump to content

  • Log In with Google      Sign In   
  • Create Account

Joyal

Member Since 15 Mar 2013
Offline Last Active Jan 16 2014 06:20 AM

#5114274 Square not showing

Posted by Joyal on 04 December 2013 - 04:26 AM

 

PS: for debugging I recommend using the debug layer by enabling it in your DirectX control panel, creating a debug device in your code, and then using DebugView or the like to get the debug output. You would have gotten something descriptive like "cannot bind a buffer with D3D11_BIND_VERTEX_BUFFER as an index buffer". Trying to debug D3D errors without the debug layer is tedious at best, voodoo at worst.

 

 

i found this link that would help to create a Debug Device

 

http://blogs.msdn.com/b/chuckw/archive/2012/11/30/direct3d-sdk-debug-layer-tricks.aspx




#5043442 a way to port a code?

Posted by Joyal on 15 March 2013 - 11:15 AM

first of all, DX is not Better than OpenGL , is just other alternative, and because OpenGL is not been built by a hugee company, sometimes takes a lot of time to be update

 

so the best way to "Port" a code, is based actually how you make your code, and OOP is the way to go,

 

a good way is usually to make a interface "RenderManager" with some methods and you used that in your entire code, and that way you can have two implementations of the "RenderManager", one can be RenderManagerOGL , and RenderManagerDX 

 

 

 

class RenderManagerOGL : RenderManager{} 
class RenderManagerDX : RenderManager{}

...

RenderManager *rm = NULL;

#ifdef WIN32
  rm = new RenderManagerDX();
#else
  rm = new RenderManagerOGL();
#endif
 

so in that way you make sure you have the same methods and your game is not going to have problem using the same code,

 

this is just a way to do it, im sure there are better solution, but that is how i would do it




PARTNERS