I'm considering a Direct3D9 texture streaming solution, but my company will eventually be going to D3D11 in the future. I wanted to make my solution as forward compatible as possible, so I was hoping ...
My question is a simple one. Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
I am working on a Direct3D rendering application that uses a lot of texture RAM. I notice that if I allocate a Pool.Default volume texture: _texture = new VolumeTexture(device, size.Width, ...