today i've finished working on PNR alpha and sharing it with you guys. main reason for sharing in this early stage of development, is to get feedback about what you'd like to see in it in the future etc.
I just wanted to share a VS extension. It's useful for other people who are debugging multiple processes (aka server, player1, player2) with breakpoints that will break across those processes. It just puts up a (user defined sized) label in your window telling you which process the debugger dropped into. It's simple, but useful for rapid fire debugging for multiple processes to make it obvious that process you broke in. Just put some cookie text in your command lines and configure it from View -> Other Windows -> Process Hint.
Feedback or questions welcome.
I am trying to setup the custom wizard for making a 3ds MAX 2018 plug-in (to export a character animation data), but I can't locate the wizard file folder to put the .vsz file in. In the 3ds MAX 2018 docs, it only mentions where the folder is in VS 2015 (VC/vcprojects). It's a VC++ project, but I don't see any folder in VC for the wizard files. I'm using VS 2017 update 15.5.6 Enterprise, and the folders in VC are: Auxiliary, Redist and Tools.
I know vertex buffer is just another GPU resource represented by ID3D12Resource, but why is it said that vertex buffer don’t need a descriptor heap??
Other resources like depth/stencil resource, swap chain’s buffer need to have descriptor heaps. How does these resources differ from vertex buffer.
I want to output the Image file from the shaderresourceview of the rendertexture, so I have to transfer the shaderresourceview into a image object, and I don't know how to do this. Could you help me with it?
PS:I am using SharpDx to develop my program. So it's better be coding by C#. Many thanks.