I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle sa
I\'m drawing a texture in a DX11 game. It\'s strange that the texture never shows up in the full screen mode.
I have a simple IRenderable class that has members for position, scaling, and rotation: XMFLOAT3 _position;
I\'m following a DirectX Tutorial with very little knowledge of C++ on Visual C++ 2010. I know enough to follow/understand everything up to this far, but now I\'m trying to include a HLSL shader. I ha
I just starting using Direct3D11 and I am trying to create a dynamic texture that I plan to update with new data several times a second. My issue is that every time I update the texture with the new d
I want to get directx 11 working inside WPF. From answers to this question it is apparent that this is possible.The second answer points to some microsoft code which implements a \"Shared Surface Queu
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
I was writing this question about directx and the following questions were part of it, but I realized I needed to separate them out.
The msdn documentation explains that in directx 11 there are multiple ways to fill a directx 11 texture programmatically:
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