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visits member for 2 years, 9 months
seen Sep 12 '11 at 2:17

Jul
11
comment How did you learn DirectX 11?
I apologize, I derailed this question by being vague and just taking the first answer I got. I'm still getting into the swing of things here! @iamcreasy Is MSDN and Rastertek how you learned the API?
Jul
10
comment How did you learn DirectX 11?
Annnd it looks like it hasn't been released. :(
Jul
10
comment How did you learn DirectX 11?
Thanks though! My only problem with the rastertek tutorials is it's a pain in the ass to navigate through his code architecture on that site and I believe I've seen discrepancies between it and MSDN. Now the Practical Rendering book looks very promising and it sounds like what I want at least until Luna releases a new book.
Jul
10
comment How did you learn DirectX 11?
You are right, however I feel it's lacking. I don't see any discussion as to how successful someone has been with any of these resources. (MSDN is driving me nuts) I suppose I need to word my question better then.
Jul
10
comment How did you learn DirectX 11?
Well, I specifically and only want D3D11 information and would like to know how the people that currently (and hopefully professionally) use it, learned it. Sigh, I feel like I get more question critiques than answers on this site. Which is understandable but extremely frustrating.
Jul
9
comment What do these STATE_CREATION warnings mean in the DX11 debug output?
Found the issue. A slight tweak in my hash table nodes was preventing them from calling their shut down procedures. I'll definitely go and take look at the smart pointers. Thanks! Just gotta solve my shader cbuffer problem first...
Jul
9
comment What do these STATE_CREATION warnings mean in the DX11 debug output?
@DeadMG: Yeah, I've look at them and using the Boost library. However as stupid as it sounds, I like building my own wheel (and despite what it sounds like I think I'm doing pretty well other than my mass confusion with the D3D11 API) and read the Boost smart pointers can potentially be performance hogs and using handles with handle tables is a safer route.
Jul
9
comment What do these STATE_CREATION warnings mean in the DX11 debug output?
Wow, thank you! That's a bit much for me at the moment but I'm looking forward to digesting it tomorrow morning when I'm not sleep deprived. Haha.
Jul
8
comment Can't update DirectX11 shader constant buffer
I set the pixel and vertex shader buffers right after updating the buffer and right before drawing. I've been rummaging around the MSDN documentation for awhile and I haven't found any discrepancies. So I'm guessing it might be something else earlier in the code so I'm going to post the shader compilation code too. While I dissect and comment out lines.
Jul
7
comment Can't update DirectX11 shader constant buffer
Ah ok, thanks! Is the map function faster or slower since it has to get a mutex lock (I'm assuming) on the buffer and update the entire struct and then release the lock, as opposed to just flushing a whole struct of data to the GPU? Also playing with these suggestions still doesn't fix the problem and the D3D11 warning remains.
Jul
7
comment Can't update DirectX11 shader constant buffer
Hmmm, rearranging the calls didn't make a difference. (I also still get the same D3D11 warning) Also you sure it isn't important to label the buffer as cpu write only? Also does it not give any performance optimizations by specifying a dynamic usage flag? The cpu will only be writing, the gpu will only be reading. Updated the code to reflect your changes too.