Jump to content
  • Advertisement

matt77hias

Member
  • Content Count

    873
  • Joined

  • Last visited

  • Days Won

    1

matt77hias last won the day on March 15 2018

matt77hias had the most liked content!

Community Reputation

558 Good

About matt77hias

  • Rank
    Advanced Member

Personal Information

Social

  • Twitter
    matt77hias
  • Github
    matt77hias

Recent Profile Visitors

14837 profile views
  1. MSDN states: "For the flip presentation model, after you transition the display state to full screen, you must call ResizeBuffers to ensure that your call to IDXGISwapChain1::Present1 succeeds.", which does not explicitly mention IDXGISwapChain::Present.
  2. Way nicer than D3D11! 🙂 So as a corollary, just calling IDXGISwapChain::SetFullscreenState now suffices to switch between fullscreen and windowed mode, and vice versa?
  3. Before invoking IDXGISwapChain::ResizeBuffers, all references to the back buffers need to be released. In D3D11, this includes releasing the ID3D11RenderTargetView to those back buffers. I wonder whether there is an equivalent in D3D12 for the ID3D12DescriptorHeap? Does the latter have explicit references to the back buffers? If so, how are those references released? As I assume it could not be as inefficient as destroying the ID3D12DescriptorHeap.
  4. matt77hias

    Faking 2D Shadows

    "Software engineer in the geo-spatial industry in Belgium." Just say "Luciad" ;)
  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!