Jump to content
  • Advertisement
Sign in to follow this  

DX11 [SlimDX] SlimDX plan for DX11.1

This topic is 2260 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello. I am developing a project using SlimDX. I saw there are BIND flags for a texture that are only possible in DX11.1 for sending a buffer to an encoder (D3D11_BIND_VIDEO_ENCODER) or a decoder (D3D11_BIND_DECODER). I understand that as things get released, you update SlimDX's abilities to handle the new DX abilities. As DX11.1 has been released, when do you think the next update for SlimDX might be to handle the new feature set? SlimDX.Direct3D11.1 ??? I understand that nothing is ever set in stone, so I'm simply looking for inside info to see how I should plan my own project. If you foresee a soon release, I would love to stay inside of SlimDX and will plan as such. But if not, then I have to have a combination of APIs in my project. So I'm just trying to figure out my own plan. Thanks for your work and time reading and answering. http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!