Is it ok to bind nullptr shader resource views and sample them in some shader? I.e. is the resulting behavior deterministic and consistent across GPU drivers? Or should one rather bind an SRV to a texture having just a single black texel?
I am having problems with trying to perform a basic 'shift left' on a char.
temp = buffer << 1; // buffer is 0xff
After this I have temp writing to a file. Instead of being the expected 0x7F it is written as 0xF8.
Any guidance on what I am doing wrong would be awesome.
Thanks in advance
DirectX9 Get shader bytecode
How to DX11 Get VSShader bytecode? first get ShaderObject game_pVertexShader
Please tell me how to from game_pVertexShader to bytecode? thank you
I'm working on a space game, and I suck at art. I would love to get some help from someone who is more skilled than me. Things I need include modular space ship parts and GUI elements. Nothing too fancy, just functional so I can get a prototype put together. This could potentially become a serious project, but for now this is just a hobby project.
In this video, you can see a few things I already completed
:2018-02-24 20-08-13.flv2018-02-24 20-08-13.flv
I'll be buying a new laptop as my workstation for building games, Mostly 3D but not hard core.
I'm stuck at choosing between these 2 specs below. Does this really matter and if so, can some one tell my how and why it matters.
Intel core i5-8250U (8th gen Kabylake refresh)(6 MB Smart Cache, 1.6 GHz Base with Turbo Boost up to 3.4 GHz) 4 cores 8 threads
RAM 8 GB DDR4 (2400 MHz)
GPU 2 GB DDR5 Nvidia MX150 256 bit
Intel core i7-7500U 2.70GHz Base Processor (4M Cache, up to 3.50 GHz Boost) 2 Cores, 4 Threads
RAM 4 GB DDR4 (1800 MHz)
GPU 2 GB DDR5 Nvidia GeForce 940MX 256 bit