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6

D3D10 core didn't have a mesh class; you're probably thinking of ID3DX10Mesh, which is actually part of the D3DX API. D3DX itself was wholly deprecated with Windows 8. The relevant math bits were moved into another library. The higher-level utility interfaces, like mesh, were not ported. The API was removed because it was a continuation of the evolving ...


3

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). The difference with 3D texture is that they are not supporting trilinear interpolation between the ...


3

Now when using the discard presentation in a Win32 app it passes the render target to DWM which then blits the target to the screen and when in full screen mode (provided you have resized your back buffer and refresh rate correctly) it will disable DWM and perform flips to render the scene. Now with metro apps there's no such thing as full screen exclusive ...


2

What you're talking about is called a "texture atlas". The simplest way to do it is to create a static, precomputed atlas, containing all the textures in your whole game world. Each tile would have UVs set up to point to wherever its texture is in the atlas. It's a quite common technique to allow combining draw calls together. The idea you had of a ...


1

you are making the classic obj to opengl mistake, each int in the index relates to all data of each vertex in the buffers you will want to duplicate the data on reading and fill a singular buffer see the code my answer on SO


1

You may reuse VertexBuffer objects but this is harder to implement, but as @SeanMiddleditch said in his comment, this shouldn't be your goal, and creating new VBOs shouldn't matter in your application. Currently I allocate one dynamic VertexBuffer per Quad object in my program Per quad is an overkill and is probably the worst. This way your practically ...


1

Since you expressed interest in learning how to use DirectX, just in the context of your specific challenge, I have to direct you to an outside source. 'Teach me how to use DirectX' is a bit outside the scope of what this is meant for, and any complete answer would be far too long, besides. For decent intro tutorials, I recommend: ...



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