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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.


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 ...


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 ...


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!


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 ...


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( ); ...


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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