I understand that a call to Manager::CheckDepthStencilMatch should get me an answer, but so far I have not been able to gather the pieces required to make this call effectively.
I\'m working on a C++ DirectX 2D game and I need keyboard and mouse input. Wikipedia says: Microsoft recommends that new applications make use of the Windows message loop for keyboard and mouse inpu
Where else is 开发者_如何转开发the stream number used other than in these two places: GetStreamSource and SetStreamSource?Using multiple streams allows you to combine together vertex component data fr
I need to create a Direct3D mesh consisting of some vertices (generated at run-time) which I need rendered as a combination of LineLi开发者_Go百科st and TriangleList. i.e. some vertices are rendered a
I\'ve been challenged with a C++ 3开发者_如何学PythonD application project that will use 3 displays, each one rendering from a different camera.
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I have a running 3D engine built in D3D (via SlimDX). To avoid interupting the rendering pipeline I have batched together many objects with the same material into bigger meshes (to reduce state switch
I\'m working on a 3d game just for learning. I have a 3d world generated from a heightmap and various mesh based objects overlayed onto that world.
I\'m trying to replicate the Photoshop filter multiply with Direct3D. I\'ve been reading and googling about the different render states and I\'ve got the effect almost working. The problem is that it\
Do I开发者_JS百科 need to use one vertex buffer per mesh, or can I store multiple meshes in one vertex buffer? If so, should I do it, and how would I do it?You can store multiple meshes in one vertex