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4

For texture spaces, in Direct3D (0, 0) is top-left, in OpenGL (0, 0) is bottom-left. Therefore the v-coordinate will be upside down in one of these APIs. However, I wouldn't recommend negating the v-coordinate as this will only work if you're using a sampler with wrapping. You can fix the v-coordinate as follows: v = 1.0f - v;


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The rules for whether or not you should call Release on a D3D object are simple: It is your responsibility to balance your calls to functions that increase reference counts with those that decrease reference counts. Explicitly calling AddRef, for example, should be balanced by a call to Release when you are finished with that reference. Most functions that ...


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SlimDX is a lightweight wrapper around DirectX APIs, and DXUT isn't a core DirectX API. Thus, SlimDX doesn't wrap it. If you want to deal with window management, resizing, et cetera, you have to do that yourself using the Windows Forms API. When your form handles a resize event, you may need to deal with resizing your back buffer or viewport, depending on ...


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The standard way of rendering multiple shapes is to have a vertex buffer for each shape. When you want to draw lots of quads you can set your vertex buffer once and modify the world matrix for each quad you want to draw, i.e. scale, rotation, translation. It's easier to encapsulate this into a class. I understand that you wish to use one draw call to be ...


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You need to weight the samples by the cosine of the sample and the forward direction of the hemicube. This is because the amount the texel contributes is related to what its incident angle is from the normal. You can precompute these cosine values offline for each pixel since they are the same for every hemicube, assuming all your hemicubes are oriented the ...


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maybe instancing is what you want...you can instance a collection of vertices( a single vertex or many vertices, a mesh for example ) many times. This is done in software before the draw call...see this for an example of instancing...



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