I have an application that uses Direct3D for rendering viewports and it\'s made as a separate DLL module from the main application which links to it at run-time.The main application is a C# program.
I ammaking a game with 3d gamestudio a8 free edition. The free edition doesn\'t support shader, it only supports fixed pipeline shaders. There are some samples 开发者_开发百科in the wiki of 3d gamestu
So, Im using D3D in a windowed application. I inited D3D with the following parameters: windowed: true;
I\'m working on a Direct3D application and I sometimes need to terminate the application forcefully via the debugger. After the application has been terminated in this way a couple of times, Direct3D
I have a hooked DirectX used in C++ code that draws text and sprite. I tested it and it drew well onto 2D application. However, when I tried it with 3D application (some complex game actually), only t
For starters I\'m a fairly seasoned graphics programmer but as wel all know, everyone makes mistakes. Unfortunately the codebase is a bit too large to start throwing sensible snippets here and re-crea
In error reports from some end users of our game I have quite often se开发者_开发技巧en following behaviour: IDirect3DVertexBuffer9::Lock fails, returned error code is D3DERR_NOTAVAILABLE.
I have a tex2D sampler I want to only return precisely those colours that are present on my texture. I am using Shader Model 3, so cannot use load.
I know it\'s easy to copy ve开发者_如何转开发rtex/index buffer in D3D10 with IDirect3D10::CopyResource(...)
I\'ve started at the beginning, and my code will capably display the grand total of some text. I\'ve been adding support for sprites. The trouble that I\'ve run in to, is that it doesn\'t seem to reco