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2

You can also use the OpenGL Extensions WGL_NV_DX_interop and WGL_NV_DX_interop2 The first one is well supported by Nvidia and AMD and even Intel chips but works only with D3D9 objects. If you want to use DXGI (DirectX 10 and 11) you need to use the second one which only works with Nvidia and some AMD GPUs. By using these extensions you can render to a ...


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Probably the .lib file was compiled on a different version of Visual Studio. I don't know about DirextXTK but some library distributions contain multiple versions of libs for different compilers.


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First, Effects 11 is deprecated, or rather the HLSL profile you need to use it (fx_5_0) is deprecated. You can use still it with the Windows 8.x SDK copy of D3DCompile, particularly if you are using the GitHub open source version of the FX11 library as long as you are comfortable with this caveat. You don't 'need' to use it, but some people have found it ...


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To answer the first question there is an open source library Assimp which can read such model file, but it comes with an extensive 40+ file types as a generic library which could be a bit bigger in size when you compile. Also it is distributed under 3-clause BSD-License. If you are creating your own gaming engine, then think about creating your own model ...


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For HDR (high dynamic range) rendering, you would want to use more than 8 bits usually - since you are not only encoding color, but also intensity of the light much more precisely (and thus over a greater range) than 8 bit RGB can do. Of course, your monitor can likely only display 8 bit RGB (if even that), so this only matters if you are actually doing ...


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I found this paper: "Efficient GPU-Based Texture Interpolation using Uniform B-Splines" http://www.mate.tue.nl/mate/pdfs/10318.pdf Which states: It should be noted that there are some precision issues associated with the hard-wired linear texture interpolation. When, e.g.,an eight-bit texture is filtered, most people would expect that first the ...


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As luck would have it IƱigo Quilez wrote an article about this which popped up in my Facebook feed this morning. Hardware texture intepolation is fast and convenient. It is bilinear (plus mipmapping), and despite it can be somehow improved, it works great for most cases. Most cases being texture mapping of surfaces with color/albedo, normal and ...


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On resume from sleep/lock/ctrl-alt-delete the backbuffer needs to be reset. Because the backbuffer doesn't go grey until a halfsecond or so after resume, either find a way to detect that the backbuffer needs a reset, or wait an arbitrary amount of time. (Don't lock the UI!) //Add to initialization code SystemEvents.SessionSwitch += ...


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If you don't need the pixel shader (eg: you don't write to depth manually in there or don't use discard), you can just set the Pixel Shader stage to null. Depth stencil will still be written to, and your warning message will disappear. so just doing deviceContext->PSSetShader(NULL,NULL,0); Will do the trick. It (should) also be faster since you ...


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I still haven't been able to figure out precisely what's happening on client machines (despite having good minidumps with symbols). I'm posting an answer to whichever poor souls might be having this similar problem. In my case the users' crashes were caused / exposed by overlay software. This includes the Steam Overlay, and a program called OverWolf. ...



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