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I think I have fixed it. I am using DirectX Tool Kit as well, and now that I got the graphics debugger to work, I noticed that the depth testing was being disabled. I can only assume it is a result of using SpriteBatch to render text and other 2D components. So simply setting the depthStencilState at the begining of my render function, it fixed it.


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The animation of skinned characters is usually performed using vertex shader constants. The model matrix is usually ignored, or used to define the local-to-world of the entire bone rig. Each bone is uploaded into a fixed, known constant offset. That same offset is cooked into the vertex data so that each vertex can extract the correct shader constant. In ...


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This is a complex question with a lot of small details that really matter, the performance will vary based on platform and application. So you should profile for possible bottlenecks before investing in optimizations. That said, firstly, I assume you should reduce uploads and updates as much as you can, for example use instancing. Secondly, note that GPUs ...


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Thanks to Lennart Rolland, I found out that the third-party font library I was using (QFont) had a bug in the way it manages its matricies. By moving my quad around in the drawing code, I was able to see where it got mangled. Thanks again for the help!


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I did it! Well, kinda, at least I got it to draw a random line and not crash, which is a start :) m_pDeviceContext->PSSetShader(m_pPixelShader, 0, 0); m_pDeviceContext->VSSetShader(m_pVertexShader, 0, 0); Both of these lines might have been needed in my shader initialisation. I moved the mapping and unmapping into my gfx object and now the draw call ...


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Every object should contain its own draw function which should be called by the game update code or draw code . Like class X { public void Draw( ) { // Do something } } class Y { public void Draw( ) { // Do Something } } class Game { X objX; Y objY; @Override public void OnDraw( ) { objX.Draw( ); objY.Draw( ); ...


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There's quite a selection of display methods for voxel data. The most easy to grasp is certainly, one voxel=1 box, but it will leave you with a very cubic looking world. You can also look into marching cubes (going through your grid and testing how full each set of 8 voxels is, and filling with a selection of pre-generated meshes). There are a number of ...



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