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4

Totally normal thing to do. You can also render your 3D to one render target and your 2D to a different render target and then draw those over each other in a later pass. That lets you do all sorts of fun tricks, like rendering the 3D in a lower and faster resolution while keeping your 2D in a higher and crisper resolution. This sort of thing is also ...


3

It's definetly free, but it runs only on windows, which is not. Visual studio is optional, but it is the preferred editor by many developers, especially in professional game development studios. You will also find most samples for it as a Visual studio solution.


1

The error message indicates that you are mixing static libraries built with one version of Visual C++ (VS 2013) with code built with a different version (VS 2015). This is because the Standard C++ Library cannot be 'mixed' in the same application. If you are using VS 2015, then you should pick the appropriate vcxproj for your platform and toolset using ...


1

You can use CheckDeviceFormat to determine if a given D3DFORMAT is suitable for the device's backbuffer; it's unlikely that particular format will be. Instead, try creating the device with any old acceptable backbuffer format (D3DFMT_X8R8G8B8 for example); it doesn't matter since you won't be rendering to it. Then create a new texture with the desired ...


1

The short answer is that DirectX CreateDevice will simply fail without a HWND. However, a HWND can easily be created with this: HWND dummyHWND = CreateWindowA("STATIC", "dummy", NULL, 0, 0, 100, 100, NULL, NULL, NULL, NULL);


1

Many possible reasons why something would not be rendered but if the difference is only in the matrix, here's some that I think might be most likely: Camera is too far (a triangle of size 1 in distance ~1732 with 45 degree FOV might simply be too small to see) You're looking at the triangle from the other side and culling is enabled (seems a bit unlikely ...



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