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This portion of your code is not technically blend state, but could be affecting the behavior here: glDepthMask(FALSE) glDepthFunc(GL_EQUAL) D3D11 does have corresponding state to this, and you can set it by creating and binding a ID3D11DepthStencilState object, in a similar way to what you're doing with the ID3D11BlendState. See ...


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Please consider this first-party library; it is from MS, so if it is not-third-party enough for you, it will make your life considerably easier. It provides an interface to DX11 that is very similar to XNA. Specifically, SpriteBatch, SpriteFont, etc.. Rastertek and Reimer's are generally helpful. For Rastertek, I linked directly to their DX11 2D tutorial, ...


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There are very few resource on the web concerning this, but here is what I have been able to get : WIN32 : You can use win32 controls, but you won't be able to customize the look/feel and will have very limited features The big studio way : Custom code everything using Os event. Just thinking of a textbox gives me a headache. Displaying. The textbox's ...


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The place to start is on MSDN's page on Direct3D feature levels. The row 'Max Vertex Index' indicates the value you are after: 11.1: 2^32 – 1 11.0: 2^32 – 1 10.1: 2^32 – 1 10.0: 2^32 – 1 9.3: 1048575 9.2: 1048575 9.1: 65534


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Most games use an entirely separate system to do this, such as Scaleform, though there are some exceptions.


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Clear the stencil to 0, set it to always pass, and increment for passes and z-fails. Draw scene to offscreen target. (are you only outputting solid colors based on stencil?) The stencil is now filled with the number of times the GPU tried to shade each pixel a. Discard color buffer?? Set the stencil to decrement only on passes and only pass when stencil is ...


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First, set the primitive topology to TRIANGLESTRIP (ID3D11DeviceContext::IASetPrimitiveTopology), set the following shaders then call devicecontext->Draw(4,0). You don't even need vertex buffers for this because of the automatic system value of vertex id in the shader. float4 VertexShader(uint vI : SV_VERTEXID):SV_POSITION { float2 texcoord = ...


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The general approach for games is that models are created and edited in some 'source' format (like WaveFront OBJ, Autodesk FBX, etc.). The models are then "exported" to some format which is optimized for runtime usage, usually something specific to the game engine being used. DirectX Tool Kit supports loading Models from VBO, CMO, and SDKMESH as example ...


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This particular code is loading images (maybe DDS files or maybe general bitmap files) into a CPU staging resource doing a format conversion and resize. Presumably you are going to do something else with the srcTexture array that actually creates the resource you are going to render with. This is a lot of runtime processing, so the best option is to do that ...



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