| bio | website | |
|---|---|---|
| location | Czech Republic | |
| age | ||
| visits | member for | 9 months |
| seen | May 14 at 12:49 | |
| stats | profile views | 6 |
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May 3 |
comment |
Render just the pixel under mouse cursor in DirectX Would somebody be so kind and explain the usage and setting of off center projection matrix in combination with viewport to me? |
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Apr 18 |
comment |
Render just the pixel under mouse cursor in DirectX I've found some older code, that produces hi-res images via render target tiling. I though my problem is similar in some way. I've tried to adjust the older code to serve my purpose. So there must be a solution. |
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Apr 18 |
asked | Render just the pixel under mouse cursor in DirectX |
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Mar 25 |
accepted | DirectX11 without window attached? |
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Mar 22 |
awarded | Commentator |
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Mar 22 |
comment |
DirectX11 without window attached? Right now I am trying to use 1x1px window which is hidden. But it's not nice solution I'd say. |
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Mar 22 |
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DirectX11 without window attached? yeah, I know, that DX11 requires window handle for swapchain - but if you render offscreen only do you really need any swapchain? Is there some way to initialize and render without swapchain - I thought swapchain is just for screen rendering... |
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Mar 22 |
asked | DirectX11 without window attached? |
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Mar 20 |
comment |
Rotation matrix from OpenGL to DirectX oh, OK. That's just about column/row-major - is't it? Of course, it's just a notation problem and all the internal operations of either DX or OGL will perform correctly. You just be aware of that when you need to fill/read this matrices by yourself. Of course right/left handedness can be switched in DX (I suppose OGL can do that as well). But the problem is the default behaviour. I still believe that it's different in DX/OGL. And since Pep is not able to directly interact with DX and change this behaviour, I assumed defaults... Is it still wrong? |
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Mar 20 |
answered | Rotation matrix from OpenGL to DirectX |
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Feb 7 |
comment |
How can you extract orientation from a transformation matrix? The problem is, if you do SCALE transformation, the base vectors of M matrix don't have to stay ORTHOGONAL to each other. |
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Jan 23 |
comment |
Pitch (X-axis) rotation problem Do you nee to transform the grabbed object itself, or you just want to spectate it from a different angle? |
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Jan 22 |
awarded | Scholar |
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Jan 22 |
accepted | DX11 application running on Windows XP using only DX9? |
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Jan 22 |
comment |
DX11 application running on Windows XP using only DX9? Yes, but my point was, that I don't want to update this every time I change DX SDK version ( d3dx11_43.dll will change to e.g. d3dx11_44.dll). In the lib is defined which dll to load. So I was looking for some automated solution. But I accept your solution. Thanks! |
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Jan 21 |
comment |
DX11 application running on Windows XP using only DX9? but /delayload works just for mentioned dlls (/delayload:d3dx11.dll). I've several dlls that I want to load at startup and only those DX11 dlls to load on demand. So I add /delayload for every DX11 related dll. This seems to work, but I'm not sure if this is good solution, because I need to fill even the versioned dll names (like D3DCompiler_43.dll) |
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Jan 21 |
comment |
DX11 application running on Windows XP using only DX9? Effect framework seems to be using it directly. If I remove the D3DCompiler import, I get 2 unresolved external symbols... |
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Jan 21 |
awarded | Student |
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Jan 21 |
comment |
DX11 application running on Windows XP using only DX9? I've tried delayed load of DX11 dlls (by manually adding those dll filenames to Delayed Loaded DLLs in VS). But some dlls are versioned (D3DCompiler_43.dll) and I don't want to put the versioned name there, because if the version of DX11 changes, it would not work at all. |
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Jan 21 |
asked | DX11 application running on Windows XP using only DX9? |