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Use the smallest type that makes sense. 3-components vectors are smaller, but may involve "overhead" when converted to 4-component vectors for some operations. 4-component vectors, on the other hand, are larger and thus have some space "overhead." In most cases "overhead" in either case is negligible. However, the additional storage taken up by a ...


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The basic difference is simple: The standard Rendering pipeline configures the GPU so it processes data as vertices, then rasterizes them into points/lines/triangles, and then processes the result as pixels which are written into a buffer using optional blending. A DirectCompute shader just takes data from a buffer and then process them in parallel to ...


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The Direct3D 11.2 and the rest of the DirectX API's are based on COM interfaces, which does not use the Win32 API directly for their interfaces. But! In order to create a context for D3D11, to handle mouse/keyboard input etc., DirectX needs to know which window you are using and which window to handle input from. As the Win32 API is responsible for window ...


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I had the same issues. Check if you are using LH or RH coordinate system. To use RH (what I would suggest since most tools do) create your projection matrix with : XMMATRIX perspMatrix = XMMatrixPerspectiveFovRH(angle, aspect, 0.1f, 100.0f); XMStoreFloat4x4(m_pProjMatrix, XMMatrixTranspose(perspMatrix)); and when setting up your rasterizer use : ...


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For the future generations: the path to fxc.exe is desribed here: http://blog.vertexwahn.de/Wordpress/?p=188 On my Windows 7 the path looks like this: C:\Program Files (x86)\Windows Kits\8.0\bin\x86



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