I\'m building a Direct3D App using C++. I managed to load a mesh hierarchy from an X file found in a tutorial which had different animations or tracks build into it. And just as the tutorial explained
I\'m a newbie on Direct3D9 and trying some stuff. I wish to use \'WaitForVSync\' on a \'IDirect3DDevice9Ex\' device. However, I have no clue how to use it and get VSYNC interrupts.
I\'m using SlimDX and C#. Can you tell me how to draw a simple line and pixel using directx9? I don\'t want this line to be textured, 3d or shaded or affect by lighting.
I\'ve got a really pesky problem. When writing a C# application using the .NET 4.0 framework and Direct3d for managed code, and creating a device inside a user control (so that I can use it as a kind
I\'m wondering how I can create an overlay with Direct3D11 (C++). (Like the xfire game chat that renders content over 开发者_如何学运维another program in fullscreen)
What is the best way to draw lines with a variable amount of thickness开发者_C百科 in the new Direct3D?The best way to draw patterned/thick lines (and 2D vector shapes generally) with Direct3D 11 is t
I\'m trying to make a rather basic 2D Engine with Direct3D. I made a LoadImage() function which stores all the rather static behaviour of the image in an object. (Shaders, Vertexbuffers, Samplers etc
I\'ve been following a book about basics for game programming with D3D11. I now understand the absolute basics of Direct3D :)
I try to realize WPF application using CUDA calculations and Direct3D 9 graphics. So I use following approach:
Is it possible to access depth buffer via pixel shader 2.0 in DX 9.0c? I\'ve google\'d a bit and the only solution I\'ve found describe GPU hack that works only on GeForce 6 & 7.