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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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There are plenty of open source rendering engines that implement direct3d as part of their pipeline. Whether or not it is directx 11 isn't terrible significant, as the rendering architecture overall is what is important, not the specific API calls. Irrlicht and Ogre are just a couple of the rendering engines you can look at. The API is insignificant from a ...


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PIX isn't going to work with non-desktop apps. The new way to debug these is the graphical debugger built into Visual Studio 2012. I'm also not sure PIX works properly on Win 8 for desktop apps either.


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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 would explore precalculating textures that cover a number of your grid cells. Combined with rendering more distant grid cells from the precalculated textures, at a distance that only requires, say, 64x64 mipmaps (instead of your original 256x256 textures) then you could draw up to a 32x32 array of grid cells in one batch with a precalculated 2048x2048 ...


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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 ...


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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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