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Technically, that's a gap, not an overlap. An overlap would not result in the background colour. So, two of the vertices that are supposed to be in an identical position, are not. If you can't combine the meshes, then make sure that the values are exactly the same (all bits equal). That means being very careful of what values you store in you vertex ...


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While the root of the problem seems to be graphic drivers (which you can easily check by downloading new drivers) it wont hurt to fix overlapping vertices, which would also keep your buffer sizes down. (I don't have any experience in DirectX but I do in OpenGL so I'll use OGL terminology) At some point during vertex generation before you store a generated ...


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SetResourceMinLOD : For Direct3D 11, this functionality is extended from the sampler to the entire resource. Therefore, the application can specify the highest-resolution mip level of a resource that is available for access. This restricts the set of mip levels that are required to be resident in GPU memory, thereby saving memory.


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The DDS file format changed between dx9 and dx10. dx9 had been supporting a lot of new features via kludges, these new features were finally added as full types with the switch to DXGI. What this means is that most existing DDS viewers do not support any of the new texture formats or even files saved from directXtex. (The new semi-open source microsoft ...


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Although you don't strictly need to resize your depth/stencil buffer, you will need to do so if you want to use it in conjunction with the back buffer render target. This is because the depth/stencil buffer must match the size of the render target. If you are doing deferred rendering, or some other technique that doesn't require a depth buffer bound when ...


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The problem is basically spelled out for you in the error message: Direct3D does not support the use of the R32G32B32_UINT format in a typed UAV. MSDN has a section on supported formats for typed UAVs. R32G32B32_UINT is not on the list.


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I'm not using DDSTextureLoader() functions myself, but it seems that the function creates appropriate shader resource view for you to match the DDS format and the associated sRGB space, thus you get about the same linearized result in the shader regardless if you use sRGB format in your DDS file or not. You could create your own SRV instead with fixed sRGB ...


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To send constant values to shaders without using the effect framework, you create constant buffers and bind them to the pipeline with (for example) VSSetConstantBuffers. For example: // You can of course eschew the structure, but this allows you to stuff more data // into the pipeline with a minimum of fuss; you should generally create constant // buffers ...


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When using the standard Sample method, the automatic MIP level selection is actually quite complex. Assuming standard tri-linear sampling of a 2D texture, two MIP levels are actually sampled. The hardware determines which ones by looking at the texture coordinate arguments of four adjacent pixel shader invocations (referred to as a "quad"), and calculates ...


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You can use SampleLevel to manually select the mip level. The 3rd parameter specifies the mip level. Documentation here.


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The smallest single float supported by DirectX 11.x is DXGI_FORMAT_R16_FLOAT which requires Feature Level 10.0 or better hardware. The smallest single float supported by Feature Level 9.x is DXGI_FORMAT_R32_FLOAT. If you can require Feature Level 10.0+ or better hardware, a better choice might be to use DXGI_FORMAT_R11G11B10_FLOAT or ...



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