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The error was due to _con being the deferred context while in the equivalent C++ code I was using the immediate context. When I switched the SharpDX code to use immediate context, it worked just as expected. Unfortunately, the problem was not illustrated by the code I posted.


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If you use same semantic for SemanticName, then you need to increase number for SemanticIndex. I also see that you are increasing InputSlot. This may be correct or not depending on how your data is layed out. If you really have 4 vertex streams (vertex buffers) then it's fine, but I assume that your instance transform is stored in one vertex buffer. Then ...


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As far as I know you cant. You will have to create another render target without MSAA and do one of two things: Copy the MSAA target into the non-MSAA, resolving the subsamples, and keep rendering in the non-MSAA for your alpha geometry (wild guess that this is why you need MSAA off) Render non-MSAA to the non-MSAA target and merge the two render targets, ...


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In theory it should not happen but because of the way the GPU rasterizes triangle lines there are some rounding errors on this particular GPU that differ between the texture coordinates and the pixel coordinates. Texture coordinates does not use the same precision as the vertex coordinates, add to this perspective correction (even though the triangles are ...


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Your problem is that you have not set your target and shader resource view formats properly: // Setup the description of the render target view. renderTargetViewDesc.Format = textureDesc.Format; Should be set to a DXGI_FORMAT such as DXGI_FORMAT_R32G32B32A32_FLOAT. See msdn's documentation on DXGI_FORMAT for more information regarding DXGI_FORMAT. The ...


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Very good post thats explain it: https://andrewharvey4.wordpress.com/2008/09/29/xyzw-in-opengldirect3d-homogeneous-coordinates/ Just in few words: 3x3 matrix is not enough to represent translation (move vector to new place), it just enough for rotation, just for it every one using 4x4 matrices, and w term should be 1.0 if you want translation affect your ...


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Officially the uniform keyword indicates it is constant throughout the execution. All uniform variables to a shader must be resolved at compile-time. The HLSL compiler using the legacy Effects profile will generate 3 shaders in this case: A vs_4_0 profile vertex shader using the VS entry-point A ps_4_0 profile pixel shader using the PS entry-point holding ...



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