I\'m writing a Direct3D 10 application and want to make sure I don\'t have COM objects leaking. Yes, I am wrapping the interfaces with CComPtr, but I\'d like a leak check anyway for the same reason I
I am having some problems with creating a valid DirectX 10 device and swap chain using D3D10Create开发者_如何学GoDeviceAndSwapChain. I think it might be my window creation that something goes wrong in
I\'m using SlimDX for a Direct3D 10 apps. In the apps I\'ve loaded 2 to more mesh, with images loaded as texture and using a fx code for shader. The code was modified from SlimDX\'s sample \"SimpleMod
In Direct3D, you can create any type of Vertex you like. You can have a simple Vertex with just positional info开发者_高级运维rmation, or you could add colour info, texture info, etc etc.
Is there a big diffe开发者_运维问答rence (in the way of coding, ...) between the direct3d sdk 10 and 11, like \"it was\" between direct3d 9 and 10 ?
Ok I have a shader compiled up under D3D10. I am obtaining a shader reflection to get details of all the constants/globals in the shader.However I\'m a little conf开发者_StackOverflowused on somethin
I\'m trying out the shared resources feature of DX10, as I needed this for one of my project. But I\'m can\'t find much sample or code especially using SlimDX. According to DX10 documentation, I just
I am having issues passing values to my shader. My application compiles fine, but my cube object won\'t shade. Below is majority of my code.
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 want to know if SQLAlchemy has problems querying a view. If I query the view with normal SQL on the server like: