Jump to content
Posted 05 September 2012 - 03:22 PM
Posted 05 September 2012 - 04:24 PM
Posted 05 September 2012 - 05:25 PM
Posted 05 September 2012 - 05:43 PM
Posted 06 September 2012 - 02:58 AM
Posted 08 September 2012 - 10:47 AM
The example uses ComPtr's is that something we should follow in all dx code?
Posted 08 September 2012 - 01:18 PM
Posted 10 November 2012 - 04:52 AM
Posted 10 November 2012 - 01:06 PM
I disagree with this comment - on the contrary, I think Microsoft has done quite a bit of outreach and provided lots of samples, tutorial content, and video introductions via the BUILD talks. If you take a short look around the MSDN site, there is lots and lots of sample code to get you started. Once your feet are wet, then you can follow up with the video talks and get more in depth knowledge about what is going on...
Microsoft is falling out of grace consumer-wise and developer-wise. All they do is pump out a bunch of sample projects and expect people that want to learn how to do whatever in the first place to figure it out from there. Thats like a giving a pilot who only flew bi-planes a space shuttle and expecting him to figure out how to fly it. Some real tutorials would be nice. Not vague descriptions and samples.
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 01 January 2013 - 12:24 PM
Some please make a tutorial. I am also looking for one. Although, everything is same upto initializing D3D, devices, swapchain, target,etc; existing tutorials cannot be used starting from lesson on how to draw a triangle. I find MSDN tutorials difficult to grasp (I am a newbie to DX).