57 reputation
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age 18
visits member for 11 months
seen Mar 31 at 12:09

18, Student on german Gymnasium visiting grade 12. That's it.


Mar
28
asked OpenGL UseProgram() fails
Jan
14
revised IndexedInstanced logic
Added DX11 code.
Jan
14
revised IndexedInstanced logic
Added sample.
Jan
13
asked IndexedInstanced logic
Dec
12
comment ShaderBytecode Compiler one technique multiple passes
I tried it with fx_5_0 but it does not change anything (Data is ~15 Bytes smaller than fx_4_0).
Dec
12
comment ShaderBytecode Compiler one technique multiple passes
You referenced for Direct3D10 which is not applicable for the application (I'm using D3D11). So I checked out the D3D11 doc and had to realize it is not accepting the shaderbytecode (throwing SharpDX.SharpDXException with "D3D11CreateEffectFromFile").
Dec
11
asked ShaderBytecode Compiler one technique multiple passes
Oct
15
awarded  Teacher
Oct
12
comment XNA - Distribution and Patching
then you don't have every font converted to a spritefont. If you compile the code on the other machine yes, then you need the fonts. If you're running the application with spritefonts only it does not require the fonts to be installed an the machine.
Oct
11
awarded  Informed
Oct
11
answered XNA - Distribution and Patching
Oct
11
comment Loaded Images are upside down
I take this as "answer" because I changed the position of the LookAt (target -z and "Up" ist Vector3.Down) because I had problems with mouse input but didn't changed vertex order and texture coordinates.
Oct
11
accepted Loaded Images are upside down
Oct
11
asked Loaded Images are upside down
Oct
6
awarded  Supporter
Oct
6
accepted Memory Leak in SharpDX
Oct
6
awarded  Commentator
Oct
6
comment Memory Leak in SharpDX
Where should I miss a dispose? "using" disposes the resource for me and PixelBuffer doesn't have a Dispose method. If I'm disposing "Image" manually the behaviour is exactly the same. So yes, it is internal but I don't see anything in source which could lead into a memory leak.
Oct
6
comment Memory Leak in SharpDX
If I'm removing the GetColor function the "leak" doesn't appear, correct. So the problem lies in RenderTarget.GetDataAsImage() (or somewhere there) as the graphics memory is not flushed and kept in memory (only on Windows 7, who knows why).
Oct
6
revised Memory Leak in SharpDX
Added an image to clarify behaviour.