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There's also DXGI_FORMAT_B8G8R8X8_* formats - explicitly no alpha, but still you must expand 24-bit image into 32-bit texture when loading data. In Direct3D11 24-bit and 16-bit formats are gone for good.


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You need to be careful, wavefront files and gpu does not works the same, in the file, you can have a missmatch of indices between position, texcoord and normal because they can be reuse differently. Extreme example, a cube with a texture per face only need 8 point values, 4 texcoord values and 6 normal values. Now, on the GPU, a vertex need to be a full ...


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Yes. Adapters are your video cards (you can also create a software adapter). First create a DXGIFactory https://msdn.microsoft.com/en-us/library/windows/desktop/dn268307(v=vs.85).aspx Then query adapters on the device https://msdn.microsoft.com/en-us/library/windows/desktop/ff471336(v=vs.85).aspx and last create your device with the adapter your prefer ...


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The adapter is the physical (or emulated) device and is part of the DXGI api. These adapters are used in multiple APIs (D3D and D2D for example). The device is an abstraction on that that exposes APIs for creation of buffers and performing work in Direct3D. The device is basically what you work with and the adapter is what the device works with.


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float, bool and int do not necessary line up for endian particularly for multiple items. Switching to int or float works in some of the examples listed here as its aligned between XMFLOAT3 items so are referenced correctly. However if you need to declare an array or several items in the structure for int, float (none XM types) then you will likely find ...


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This technique consists of three main steps. 1.) Render your light source only, but occluded by the scene geometry to a black texture. This could be done by rendering the light source against the scene's depth-stencil buffer and performing depth-tests or stencil tests to only keep visibe pixels of the light source. 2.) You need to perform a radial blur ...


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In the case of a masked texture, only fully opaque pixels should update the depth buffer. Any pixel that is partially or completely transparent should not update the depth buffer. Updating the depth buffer will prevent pixels of greater depth from being drawn/calculated, and pixels with alpha need to blend with pixels in the background. If no blending occurs,...


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Well, at the end it was a mistake in my game data, after update the game data everything worked perfectly, but also did some changes, instead of keep geometric approach algorithm for get all six planes what I did is change to OpenGL Extract Planes from http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf it ...



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