For a开发者_开发技巧 little background: I am working on a project in C++ in which I am trying to draw 3D representations of objects based on real time profile data.The profiling data is gathered from
I\'ve been trawling various sites looking for the correct way to manage switching. I thought I had cracked it but I\'ve noticed a bizarre issue now that I am setting vertex and pixel shaders for a dr
In DirectX 10, how do I find out the maximum texture size for a MSAA texture for a given sample count/quality?
I\'m trying to copy mesh in DirectX10. I wrote this: HR(mesh->CloneMesh(mesh->GetFlags(),data.GetPosSemantic(),data.GetInp开发者_运维百科utElementDesc(),
I am atempting to draw text to a textured mesh object. The mesh is basically a cube which has been pasted up to the front of the screen. (overall I\'m aiming for a menu system). Aft开发者_如何学Cer a
I\'m looking to develop a multitouch rhythm game in C#. So far, I\'ve decided on several requirements for the game that must absolutely be present:
i recently stepped into primitive rendering in directX10. I need that because i want to convert my ingame chat from directx9 to 10 due my huge performance lag being forced by the games weak dx9 suppor
I\'m working on a apps that\'s based on DirectX10 by using SlimDX. I would like to enable vsync similar to DirectX9, but the fps doesn\'t seems to lock to 60Hz(which happens if I\'m using Direct9). I\
I\'ve done 2 programs to use Shared Resources, running on SlimDX & DirectX10. One program will display the shared texture on a 3D mesh. The 2nd program will load an image as texture. So far I need
I am having issues counting the array elements after passing it into an arguement void GXDX::LoadMesh(GXVector vertices[], UINT indices[] = NULL)