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CJThomas

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  1. This the best you will be able to get.  No way to run at full screen inside the Unity editor. 
  2. Try clicking the Maximize on play button and maximizing your Unity window.  Sorry am at work so can't check in Unity if this will work
  3.   It is only showing a different resoution because you are viewing it in the editor.  If you run it outside of the editor it will use the set resolution.
  4. That error is becuase ShaderBytecode.CompileFromFile  can't find "MiniTr.fx". you might need to move it into the working directory.
  5. Thanks for the Tip.  I have removed that line and it works fine
  6. Can you post your code.  Looks like the way you are calculating the axis is wrong. If you look at the top it looks like the Axis is being projected on the the X plane. This is how I calculate the Axis. [source lang="csharp"] for (int x = 0; x < Points.Count; x++)             {                 Vector3 p1 = Points[x];                 Vector3 p2 = Points[x + 1 == Points.Count ? 0 : x + 1];                 Vector3 edge = p1 - p2;                 var A = new Vector2(-edge.X, edge.Y);                 A.Normalize();                 Axis.Add(A);             } [/source]
  7.   Debug->Graphics->Directx Control Panel   There should be an edit list button where you add your executable.  Pretty sure you need to do that to debug a directx program. Hope you get it sorted
  8. I have never used the offline compiler either so am unsure.  Once more thing to check is that you executable is added to the list of applications to use the Debug runtime in the DirectX Control Panel.  No other ideas though.
  9. When you created the device did you do so with the Debug flag?
  10. Looks good.  I will be keeping track of this to see how it turns out
  11. Looking at the stack trace it does seem that the error is occuring when the program is trying to initialize the mouse.  Do you have a mouse you can borrow to see if that is the issue as it looks like it is to me.
  12. http://rastertek.com/tutdx11.html has a tutorial on Billboarding in DX11 They also have one on Text Rendering
  13. I have a render manager that will draw all my objects.  That way I can sort them by shader, texture etc so that there are less state switches on the graphics card.   Any object that is drawn has a render component that holds all the required information.  The render systems goes over all objects that have a render component and creates a RenderItem for each one that contains a Mesh, Texture and Effect pointer, along with a Tranformation Matrix.  The render manager then sorts and draws all objects.   I am only doing basic sorting at the moment but later when I have more objects I will implement culling which will save time by not drawing objects that can't be seen