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Alessio1989

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About Alessio1989

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  1. Doesn't DXGI_SCALING_STRETCH already do the job for you? EDIT: this also may help: https://docs.microsoft.com/en-us/windows/uwp/gaming/multisampling--scaling--and-overlay-swap-chains
  2. Did OP tried to use a pre-compiled header?
  3. - Redundant syntax and semantics (ie: syntax and semantics which a compiler always translates into same ISA). - People complaining about lacking of a language features when it's clear that language was never meant to use in that context (eg: fixed ABI or garbage collectors for low-level/closed-to-hardware programming languages).
  4. What do profiling tools tell you? (like PIX, GpuView, Visual Studio Gprahics Tools or your GPU IHVs tools.. ) Some guesses: PSO caching, DX11 driver implicit optimisations, wrong PSO settings....Or just simply the fact that with one draw call you are spending more time settings in a single thread mode things like root signature, descriptor heap, pso, etc, which costs are not amortised in the entire frame..
  5. Alessio1989

    DirectX 9 compilation problems

    DirectInput8 is the last version of direct input, so if he is using those APIs he still need to link it. DirectInput also is still the only "standard" API on windows exposing force feedback (outside simple rumble) on gaming devices like wheels and joysticks, of course for mouse and keyboard is not needed at all and there are better alternatives (windows messages, raw input, winrt events ecc..).
  6. Alessio1989

    DirectX 9 compilation problems

    The warning is about casting an HRESULT (which should be mapped to long IIRC) to bool which cause information loss: not all HRESULT values different from S_OK (0x00000000) are meant to be errors, in fact positive values (>= 0) are considered a successful operation while negatives values are not, so casting it to bool wrong. This is 99.999% related to your code, probably you are trying to deference a null pointer.
  7. Alessio1989

    DirectX 9 compilation problems

    You need to link the DirectInput static library (dinput8.lib).
  8. If using DirectXMath then _m128 type is mapped on SIMD registers if _XM_NO_INTRINSICS_ macro is not defined. On x86, SIMD registers must be 16-byte aligned, ie address%16 must be 0. I suggest you to avoid using SIMD register types declaring _XM_NO_INTRINSICS_ macro, so everything will be mapped on simple structs wrapping float[4] or so... Note also, this is a major issue on 32-bit build, on 64-bit build, using MSVC default compiler settings, everything should be automatically aligned on 16-byte.
  9. oh the old rastertek turorials, I loved them as they provided a lot of basic suggestions and ideas for terrain rendering... Anyway, here's you rendering issue: srvDesc.Texture2D.MipLevels = -1; which means 4294967294 mips setted in the SRV. If you want create a SRV for a texture without mips, just put 0. And now more serious things you need to fix: _m128 (aka SIMD registry vectors) need to be 16-byte aligned. Since SIMD performance is not you first goal (at least I guess this), I strongly suggest you to not use _m128 derived types (like XMMATRIX and XMVECTOR are by default), but more simple and beginner-reliable float[] structures (you can turn off SIMD implementation in DirectXMath using _XM_NO_INTRINSICS_ macro, otherwise switch to XMFLOAT4, XMFLOAT4x4 etc..).
  10. Alessio1989

    Fonts formats in video games

    The easiest way to implement font rendering I found was creating a printable ASCII texture of a monospace font. It's pretty easy to manage as limited for general purpose since you only have 95 different chars, but is more then enough for debug and profile print. I also use a raster graphics editor (like photoshop, gimp, whatever) to create a soft, fake anti-alias version of the font: with a little care the final result is more then acceptable for its purpose. Of course you always use external libraries and APIs, on Windows platform you can go with the combo Direct2D and DirectWrite, which can be coupled with any DXGI-compatible 3D rendering API.
  11. It is worth if you do not need or want to deal with manual synchronizations and memory management of D3D12/Vulkan. Also, when you are using Direct2D you are implicating using Direct3D 11. Direct3D 11 Video extension is also used in a lot of video multimedia back-ends (although there is a D3D12 Video extension too now). You will probably deal with DirectX 11 graphics APIs anyway, even if you do not want to use is as backend in you main rendering system.
  12. Alessio1989

    Where to find the correct DirectX SDK ?

    Nope, that's probably a service pack or something like that. VS2017 requires internet access to download the selected packages and free activation with any Microsoft account. After the license is active, you can sign out if you want. You can use it offline without major issues. Account sign in is required to active the free license, to upload anonymous telemetry IDE usage (which can be opt-out), and to sync the IDE settings between different systems.
  13. Alessio1989

    Where to find the correct DirectX SDK ?

    You cannot run DirectX 1x application on Windows XP. If you are running Windows 7 SP1 or higher you can download and install Visual Studio 2017 community and the Windows SDK for free: https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=15 You can find DirectX samples and additional libraries on Microsoft github repositories. Some examples: Windows SDK samples: https://github.com/Microsoft/Windows-classic-samples DirectX 11 samples: https://github.com/walbourn/directx-sdk-samples DirectX Tool Kit https://github.com/Microsoft/DirectXTK DirectX texture processing https://github.com/Microsoft/DirectXTex DXUT: https://github.com/Microsoft/DXUT DirectX mesh libraries: https://github.com/Microsoft/DirectXMesh FX11: https://github.com/Microsoft/FX11 UV Atlas: https://github.com/Microsoft/UVAtlas
  14. Alessio1989

    Where to find the correct DirectX SDK ?

    Updated version of Direct3D 11 have proper additional headers, like d3d11_1, d3d11_2 and so onsame for DXGI.... DirectX 11.1 was never included in the standalone SDK (last version is dated June 2010), but bundled instead with the Windows SDK only. If you want updated version of DirectX you need to download an updated version of the Windows SDK. I really suggest you to download Visual Studio Community, which will provides you an updated IDE, better compiler, and all DirectX 11 versions you want (also note that you will never be able to run D3D11.2 code and further versions under Windows 7). That GPU will also not run feature level 11_1 and above. It especially lacks support of tiled resource (or sparse texture or reserved resourced or whatever they call them now), and I am not sure even on increased UAV slots and logical blend operations. This mean you will stuck with FL 11_0 anyway (you may benefit from some API optimizations but nothing that requires specialized hardware support).
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