I\'m trying to debug the shaders in a SlimDX DirectX11 game I\'ve been coding for a while. The code runs fine and executes without a hitch (albeit seemingly ignoring my textures) and when I run an exp
I\'m using SlimDX, targeting DirectX 11 with shader model 4. I have a pixel shader \"preProc\" which processes my vertices and saves three textures of data. One for per-pixel normals, one for per-pixe
Is there any way to dra开发者_JS百科w a line using ID3DXLine with round endings? I am trying to draw a curve from number of line segments, but getting the empty areas where the line segments are conne
I haven\'t been able to find the documentation for this, but it\'s probably prett开发者_C百科y simple.I have a pixel shader which needs variables to be updated.The only thing I\'ve come close with is
I\'ve got a problem with my SlimDX / DirectX application. I\'ve got a loop made using SlimDX\'s MessagePump, and I had a problem with my application using excessive amount of memory, which was increas
I have a Direct3D11 scene set up in SlimDX in a window.The rendering is done in a separate thread. Is there a way to keep the renderer from stretching the image when it draws to the resized control?I
I\'ve got a problem with rendering sprites and primitives in Direct3D9. I\'m trying to make a simple 2D game using sprites, however I\'ve found out that I\'ll also need primitives to draw simple squar
I am getting an issue with SlimDX March SDK (For DXSDK11 June 2010 I believe). The problem is that whenever I turn the attach the depth view to the output merger state I don\'t get any output on the s
For those who have experience, working with VB.NET, it\'s easier to use SlimDX or SDL? The tutorials for SlimDX are开发者_JS百科 already written for .NET, but I\'ve read that SDL it\'s a lot easier th
i\'m trying to understand how multithreaded rendering work in dx11, so i started without any threads, just make one deferred context, and try to render triangle with it