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Josh Petrie

Member Since 11 Jun 2003
Offline Last Active Yesterday, 10:56 PM

Topics I've Started

Hey GDNet, stop spamming me.

06 February 2016 - 08:48 AM

Starting some time last night, GDNet has been sending me emails every few seconds. They all look like this:

Guest has posted a new post titled "1". This post is pending moderator approval.

You can view the full post and comments at this link:


The links go nowhere. Disabling all email notifications does not seem to stop it, and I got 446+ emails in the last few minutes. Please fix this. I have deleted my email address from my profile until you stop spamming me.

(edit: that didn't work, so maybe I have some other email record associated with my account because I'm a moderator? Please find and remove that if so. Until then I've had to resort to blacklisting *@gamedev.net from my servers).

The blacklisting works, but a few of the emails I saw as I've been deleting them it looks like these are maybe due to somebody try to spam the news posting endpoint.

How is one supposed to find articles that are under review?

24 November 2014 - 06:01 PM

I'd like to review some articles. So I'd like to see the list of articles that are in the "under review" state. How can I do this?


The main articles listing shows me a bunch of useless drafts and spam. Pages and pages of it, with only "previous page/next page" options available for navigation (no ability to jump to a given page except to edit the URL).


Searching is a messy joke of a page, with more options than you can possibly need, most of which are useless since they cannot be applied without actually entering keywords, which I don't have since I want to see all the articles ("article status" is probably want I want, but there's no way to search for that, only to use it as a sort criteria).


So how am I supposed to accomplish this seemingly simple task?

SlimDX March 2011 Now Available

23 March 2011 - 06:45 PM

The March 2011 release of the SlimDX SDK is now available. It has been almost a year since our last release, so we have quite a few bug fixes and a handful of new features. This release also marks the first major release we've shipped out of sync with the DX SDK, a practice we will likely continue in the future in order to provide more timely updates to our users.Most of the new functionality was added in the D3D10 API -- primarily getters for various device stage resources. We also exposed a handful of new resource option flags, and made the StateBlock object usable (by fixing a bug in its constructor). Direct2D got some minor enhancements to improve DXGI compatibility. A good portion of our bug fixes involved memory or COM reference count leak fixes as well, which should improve stability overall.

  • Added DebugName properties to appropriate D3D9, 10, 11, and DXGI objects. This property allows a friendly name to be attached to the object, which can be used in debug messages and in the PIX object table.
  • Fixed the MiniTri10 sample to not use the console subsystem.
  • Changed the sample framework to check for fullscreen DXGI swap chain before disposing.
  • Removed unused testing code from SimpleModel10.
  • Fixed configuration issues in MiniTri11.
  • Fixed Device.Clear depth value in WPF control.
  • Added BasicComputeShader sample for D3D11.
  • Added an overload of Ray.Intersects that returns the barycentric hit coordinates.
  • Moved the Direct2D Matrix3x2 type into the main math library.
  • Added several helper methods to the Matrix3x2 type.
  • Fixed a bug in the Matrix.Billboard methods.
  • Added constructors for Bitmap that allow construction via DXGI shared surfaces.
Direct3D 9
  • Fixed a memory in Utilities.ReadRange that affected many BaseMesh methods.
  • Fixed a typo in the caps structure that filled VolumeTextureFilterCaps with the wrong value.
  • Fixed memory issue in Include interface.
  • Changed AnimationOutput to be a reference type, and pinned the memory to receive animation updates.
  • Added an overload to AnimationController.RegisterAnimationOutput to take a Frame instead.
  • Fixed overload defaults for texture creation functions when using D3D9Ex.
  • Changed BaseMesh index buffer and vertex buffer to be ancillary objects. They no longer require explicit cleanup.
  • Added SwapChainEx class.
Direct3D 10
  • Added missing creation method overloads to Effect.
  • Added missing Get/SetRawValue methods to EffectVariable.
  • Added GetInputLayout to the InputAssember device stage.
  • Added GetPrimitiveTopology to the InputAssember device stage.
  • Added GetIndexBuffer to the InputAssember device stage.
  • Added GetVertexBuffers to the InputAssember device stage.
  • Added ResourceOptionFlags.GdiCompatible and ResourceOptionFlags.KeyedMutex.
  • Added Resource.SaveTextureToFile, which allows for saving a texture without knowing its concrete type.
  • Fixed a COM reference leak in Device.OpenSharedResource.
  • Fixed a typo in the StateBlock constructor that prevented it from being used.
Direct3D 11
  • Fixed a COM reference leak in Device.OpenSharedResource.
  • Added IsDataAvailable to the DeviceContext interface.
  • Added Resource.SaveTextureToFile, which allows for saving a texture without knowing its concrete type.
  • Changed SwapChain.Dispose to throw if the adapter is in fullscreen mode. This prevents a crash inside DXGI.
  • Added IsFullScreen property to SwapChain as a convenient alternative to GetFullScreenState.
  • Fixed a null reference check in Output.GetClosestMatchingMode.
  • Added Surface1 support.
  • Fixed DXGI constructors that acted like QueryInterface to handle creating objects that already exist in the object table.
  • Fixed memory issue in Include interface.
  • Added overloads to ShaderBytecode.Compile to take source name for error reporting purposes.
  • Fixed the Strip function to return the stripped bytecode.
  • Changed TextLayout to inherit from TextFormat.
  • Fixed a typo in Device.GetObjectInfoById that caused it to return info by usage instead.
  • Changed ObjectProperties.LogicalRange and ObjectProperties.PhysicalRange to return actual ranges instead of integers.
  • Added XWMAStream class for loading xWMA files.
  • Fixed the flow of calls to the XAPO interfaces and their implementations.
  • Fixed a memory bug in the XAPO base class constructors.
  • Added functionality to the RenderForm class to add sizing and monitor change events.


11 January 2011 - 08:16 PM

If you upvoted this you're a weenie.

February 2010 SlimDX SDK Now Available

19 February 2010 - 01:11 PM

The February 2010 release of SlimDX is now available! The majority of the work put into the February 2010 release was spent on fixing bugs and bringing the new Windows 7 APIs up to a usable level. While support for these was provided in a previous release, it was still deficient in some areas. Additionally, the sample framework and samples package was overhauled to better reflect the goals envisioned for them. They should now be more succinct and easier to follow, at the cost of some versatility. The SlimDX team does not recommend using the new sample framework as a base for user applications, but as a guide and overview of common rendering tasks. A number of bugs were fixed, as usual, and some changes were made to how the lifetime of certain interfaces is handled. Be sure to check out the release notes, linked below. SlimDX has been out of beta for almost two years now. Since first released, the team has tried to keep breaking changes to an absolute minimum. This has led to a number of desired changes being postponed in favor of backwards compatibility. During the past few months the SlimDX team has been doing initial design work and planning for a tentatively named "SlimDX 2.0" version, which will incorporate numerous breaking changes and enhancements to the library's core design. This "2.0" version is currently slated for a late 2010 release, making February 2010 one of the last "1.x" releases. The 1.x version of SlimDX will continue to receive bug fixes and additional functionality development within existing subsystems until the v2.0 release is production ready. v1.x will continue to receive support after the v2.0 release to allow time for clients to migrate code to the improved 2.0 platform. You can read the full release notes here.