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Please consider this first-party library; it is from MS, so if it is not-third-party enough for you, it will make your life considerably easier. It provides an interface to DX11 that is very similar to XNA. Specifically, SpriteBatch, SpriteFont, etc.. Rastertek and Reimer's are generally helpful. For Rastertek, I linked directly to their DX11 2D tutorial, ...


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I'm not familiar with either SharpDX nor Direct2D. However, my guess is that what you're seeing is caused by AlphaMode.PremultipliedAlpha. This is the blend equation for pre-multiplied alpha: blend(source, dest) = source.rgb + (dest.rgb * (1 - source.a)) As you can see, the alpha channel of the source is not taken into account, since the mode ...


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There are very few resource on the web concerning this, but here is what I have been able to get : WIN32 : You can use win32 controls, but you won't be able to customize the look/feel and will have very limited features The big studio way : Custom code everything using Os event. Just thinking of a textbox gives me a headache. Displaying. The textbox's ...


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Most games use an entirely separate system to do this, such as Scaleform, though there are some exceptions.


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Verdict: One of the cBuffers was set to the incorrect stage. Edit: I'll leave this here because it was irrelevant, but not entirely worthless in the future. If your structs are cbuffers, they should be of type cbuffer. cbuffer cbBaseLight : register(b0) //16*2=32-bytes { float4 color; float4 intensity; }; cbuffer cbDirectionalLight : register(b1) ...


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If the system is not under heavy load, there is nothing inherent in DirectX that will reduce performance for a minimized or background window's process. If the system is under heavy load, the OS may prioritize scheduling of the foreground window's process above other processes. As @AlexandreVaillancourt mentioned, games will often intentionally throttle ...



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