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There are multiple approaches: Cut-out texture Create a fully transparent texture. Fill the texture with the ellipse shape on the CPU. Render the texture with alpha blend. You only need one texture per ratio of radii, so chances are you can generate some offline. Geometry Create a tessellated sphere, pass radii to vertex shader, deform shpere into ...


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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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fixedTimeStep = false; //wide-open throttle vsync = false; //wide-open throttle void OnD3D9FrameMove(float elapsedSeconds) { Update(elapsedSeconds); //every frame static float oneFrameTime = (1.0f / 30); static float renderTime; renderTime += elapsedSeconds; if (renderTime >= oneFrameTime) { Render(renderTime); //All at ...


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I didn't get FindNextValidTechnique to work and I resorted to ValidateTechnique instead. I used the base method ID3DXEffect::GetDesc to get effect description and then counted techniques through a for loop and checked each technique: D3DXHANDLE* pValidTechnique = NULL; for (unsigned int i = 0; i < effectDesc.Techniques; i++) { D3DXHANDLE technique = ...


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For DirectX 9 you can use a texture and a sprite. In DXHookD3D9.cs you could do something like the following in "DoCaptureRenderTarget". Don't create the resources each frame but for simplicity here it is all together. // Create resources SharpDX.Direct3D9.Texture tex = null; Sprite sprite = null; tex = SharpDX.Direct3D9.Texture.FromFile(device, filename); ...



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