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Since there is no value for this listed in the Direct3D 11 Resource Limits I don't think there is a limit. However according to the documentation 9_1 feature level devices only support 16-bit index buffers.


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The short answer is "Poly count is not what Optimize is optimizing". The D3DXMesh Optimize routine performs the following (1) It attribute sorts the mesh, which means ensuring all faces sharing the same attributes are grouped together. Any shared vertices that appear in multiple attribute groups are duplicated. (2) Faces are optimized for the ...


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Direct3D9Ex exposes the WDDM virtualized memory behavior, whereas Direct3D 9 on WDDM emulates the XPDM behavior. With Direct3D9Ex, you never get "Lost Device", but you can get "Device Removed". "DYNAMIC" is a specific behavior which requires memory that is accessible by both the CPU and GPU that is in limited supply depending on your system setup, so you ...


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If you mean, you want to lay out multiple subtextures onto one big texture, then yes there are advantages to that. This technique is called a "Texture Atlas". The first advantage is that you will end up with less resource files in your project. For example, if you want to texture the six faces of a cube with different textures, you'd end up with 6 texture ...


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If you want to develop DirectX applications using Visual Studio 2012 and the June 2010 DirectX SDK (the last one to be released as a stand alone SDK) then you will need to follow some steps first: Installing the SDK might crash with an error S1023 – if it does check this link out: ...



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