441 reputation
514
bio website
location
age
visits member for 2 years, 6 months
seen Jan 5 at 6:32

Apr
1
comment Why does calling CreateDXGIFactory prevent my program from exiting?
I create no threads in my program, and when stepping through, it goes right out through the end of WinMain, but the debugger doesn't stop. The program is still listed in the task manager.
Apr
1
asked Why does calling CreateDXGIFactory prevent my program from exiting?
Mar
16
comment How can I convert an OBJ model into arrays of vertices and indices?
@DeadMG Heh I forgot about this, sorry
Mar
16
accepted How can I convert an OBJ model into arrays of vertices and indices?
Mar
13
comment D3DX11CreateShaderResourceViewFromFile returns E_FAIL
@dotminic Yes, I did
Mar
13
asked D3DX11CreateShaderResourceViewFromFile returns E_FAIL
Mar
4
accepted Why does my game not update unless I'm moving the mouse?
Mar
4
comment Why does my game not update unless I'm moving the mouse?
Interesting, I must have read somewhere that PeekMessage was no longer needed, and that's why I didn't use it. I guess whatever I read wasn't about games.
Mar
3
asked Why does my game not update unless I'm moving the mouse?
Mar
1
awarded  Popular Question
Feb
28
accepted Managing Shaders and Objects in DirectX 11
Feb
28
comment Managing Shaders and Objects in DirectX 11
I never thought about it that way, that's a really good idea! Thanks :)
Feb
27
asked Managing Shaders and Objects in DirectX 11
Jan
6
awarded  Commentator
Jan
6
accepted How to fix odd artifacts at the edges of textures in DirectX 11?
Jan
6
comment How to fix odd artifacts at the edges of textures in DirectX 11?
Oh, thank you! I was using Wrap, not Clamp, and now it works.
Jan
5
asked How to fix odd artifacts at the edges of textures in DirectX 11?
Jan
4
accepted Real-Time Terrain Deformation
Jan
2
comment Real-Time Terrain Deformation
This looks good, I'll have to try it out after I solve some shader issues I have. My current terrain is 1024x1024, split into 128x128 sections, which are themselves split into 16x16 sections. So it should be easy for me to implement this.
Jan
2
comment Real-Time Terrain Deformation
@Byte56 Well, I'm confused by this. Is it possible to create a mesh with no y values, then in the vertex buffer translate the values accordingly?