191 reputation
110
bio website danbystrom.se
location Västra Frölunda, Sweden
age 46
visits member for 2 years, 8 months
seen Sep 22 at 10:27

Passionate programmer for more than 25 years. Currently using mostly C#.

Every day I learn just how little I know about programming, life and the universe.

I have just begun a journey into SharpDx, to which I'm completely new, so I guess there are a lot of questions coming this way!


Sep
8
comment SharpDx from Nuget
Thanks, I have upgraded. After fiddling with my exisiting projects, it actually feels much more stable, but notably, things are still missing from the SharpDx.D3DCompiler namespace while all assemblies seems to be in place!?
Sep
8
revised SharpDx from Nuget
deleted 197 characters in body
Sep
8
comment SharpDx from Nuget
Version 2.7.40911.287
Sep
5
revised SharpDx from Nuget
added 197 characters in body
Sep
5
revised SharpDx from Nuget
added 43 characters in body
Sep
5
asked SharpDx from Nuget
Aug
2
revised HLSL - can't get texture to wrap or mirror
A dotted list first made me think that I should do one of them, not both
Aug
2
accepted HLSL - can't get texture to wrap or mirror
Aug
2
suggested suggested edit on HLSL - can't get texture to wrap or mirror
Aug
2
comment HLSL - can't get texture to wrap or mirror
Thanks. That would have been hard for me to figure out by myself! Would you say that the the toolkit is a bad move? It just looked like the easiest way, coming from XNA...
Aug
1
revised HLSL - can't get texture to wrap or mirror
added 5535 characters in body
Aug
1
revised HLSL - can't get texture to wrap or mirror
edited tags
Aug
1
comment HLSL - can't get texture to wrap or mirror
I compile it by setting the BuildAction property to "ToolkitFxc" in Visual Studio. I have no idea about the debuggers you're reffering to...
Aug
1
asked HLSL - can't get texture to wrap or mirror
Jun
25
awarded  Nice Question
Jan
7
awarded  Popular Question
Apr
10
awarded  Popular Question
Feb
3
awarded  Notable Question
Jul
30
awarded  Commentator
Jul
30
comment XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4
With "water effect" I ment a custom shader. :-)