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Brian Klamik

Member Since 05 Mar 2005
Offline Last Active Aug 26 2013 10:09 AM

Posts I've Made

In Topic: D3D11 INFO: Destroy ID3D11ClassLinkage

17 April 2013 - 12:37 PM

It's not clear what you think is a problem. That info message is telling you the object is being destroyed, so did you expect it to be destroyed sooner?

 

You can figure out what component is creating this object by using the ID3D11InfoQueue interface. Make the debugging infrastructure break on all ClassLinkage object creations by breaking on the following message D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE and examining the call stack. See the following documentation to achieve that: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476538(v=vs.85).aspx


In Topic: Trouble creating swap chain

07 September 2012 - 10:34 AM

I suspect the issue is the flags you pass.

Initialize D3d_Device_Flags to 0 first. The following line is very suspect, because D3d_Device_Flags is declared and read from within the same statement:
UINT D3d_Device_Flags = D3d_Device_Flags | D3D11_CREATE_DEVICE_DEBUG; //device flags

Then, make sure the computer has the SDK installed on it or remove the _DEBUG flag, as CreateDevice will fail with that flag if the SDK is not installed on the computer you run the program on.

In Topic: How do you multithread in Directx 11?

17 August 2012 - 11:29 AM

Did you try MSDN?

'Introduction to Multithreading in Direct3D11' and all the pages it references?

In Topic: "Cost" of various DirectX calls

24 April 2005 - 05:39 PM

We published a rough list available in the Appendix of "Accurately Profiling Direct3D API calls".

It's available at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/ProfilingDirect3D.asp

In Topic: DirectX slower than OGL?

21 April 2005 - 10:15 PM

Your first picture suggests to me that it is CPU-limited. Small amount of vertices and small amount of pixels filled (but large number of discrete models).

Your second picture suggests to me that it could be closer to GPU-limited. Few discrete models, large amount of pixels.

Since the CPU-limited one is the one puzzling you, I'd suggest you pay strong attention to what tbe CPU is doing in the for( ; i < m_vMaterials.size(); ) loop. Do the rendering techniques really compare exactly to OpenGL? Do you also switch material and texture in OpenGL per "m_vMaterial"? You may be looking at an increase in CPU overhead due to DrawSubset. Can you use a more direct approach to working with the API, which is more efficient than DrawSubset?

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