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While D3D doesn't support quad primitives, there's nothing in principle wrong with continuing to draw them as a triangle list. First thing to realise is that the index buffer used to simulate quads with a triangle list can always remain static, so you can create it once only (during startup), then just reuse it every time you wish to draw. The code to ...


5

There's no documented way to do this in Direct3D; it simply does not have support at the API level for quads as a primitive type. D3D doesn't have an extension mechanism like OpenGL does, but in some cases driver vendors support enabling certain kinds of "extended" features by passing certain combinations of invalid or otherwise-nonsense parameters to ...


2

From my understanding and research on the topic, enabling ambient occlusion on the control panel does not make your NVidia card do some voodoo magic and apply AO to your scene. That's the way I read it from this page. All of the games built on Valve’s Source engine support AO when enabled from the CP Instead it's an option that gets signaled into your ...


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Just move the skybox with the view. Just the translation of the view though. You wouldn't want the skybox to rotate and scale with your view. I suggest looking at this http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ to understand matrices better. From what I've found this has a very simple explanation of them. To get an idea of what a ...


1

The idea behind multisampled textures is to let you explicitly fetch each of the individual samples in a shader. You can gather all 8 samples and implement the MSAA resolve (the process by which multiple samples are resolved into a single sample) yourself, but I do not think that is what you want. In OpenGL, you work around this problem by blitting a ...



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