I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT ...
(Unfortunately couldn't find the answer myself) Does a neat way to cache the geometry shader results in Direct3D10 or OpenGL exist? (preferably Direct3D10). I'm building my geometry based on texture ...
I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting ...