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The only thing that comes to my mind is to calculate everything on the CPU and set the values for each vertex manually, however this approach doesn't seem like it would be a very good code optimization to me. You might be surprised, then. Obviously, this will depend on the complexity of the geometry you're drawing and the transformations you're ...


4

There is many ways to do Batching. But for DX11, Instancing is the best choise, and it´s realy efficent and easy to use! there is plenty of resources on DX11 instancing : Rastertek instancing MSDN Instancing reference How it works is that you create an extra Buffer containing all the worldtransform matrixes. that you pass to the shader. from there, you ...


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This is not a simple question - but the philosophy is simple - seek out like things and bundle them together so that the pipeline never starves for data nor stops to change gears. Secondly, do NOT create the same thing again and again - if you have a cube, build the vertex buffer and index buffer once - use instancing, and use the world matrix to change ...


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Texture shaders actually does not exists on a GPU. They are just emulated in drivers. What it means is, that using them is very slow and you shouldn't use them in a real-time application like game. If you looking for clearing textures just use clear function. If you want to create texture procedurally i do recommend binding it as a rendertarget and using ...


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Finally figured out why I can't activate IME supports. Please correct me if my concept is wrong. In windows 8, the default Input method provided is "TSF". While referring to the documents from Microsoft, TSF is a service below IME, which means IME uses TSF to provide Text service. However TSF support different input "source" ( Voice input, Pen input and ...


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I'm not familiar with DirectX, but the BoundingFrustum docs you link to say that it can be constructed from a projection matrix. All you need to do, then, is multiply your actual projection matrix by a matrix which (if you used it to draw with) would scale/translate the graphics so that the rectangle you want fills the viewport, then use that matrix product ...



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