Category : directx-11

I’m learning DirectX 11 and I’ve got very confused after looking at Blender’s default cube, I’ve exported it in the Wavefront OBJ format, and this is the file I’ve got: # Blender v2.92.0 OBJ File: ” # www.blender.org mtllib untitled.mtl o Cube v 1.000000 1.000000 -1.000000 v 1.000000 -1.000000 -1.000000 v 1.000000 1.000000 1.000000 v ..

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I made a directx11 project in windows 10 which was running 210 fps.I realized my demo was running on my integrated gpu and it was using maximum 20% according to task manager.I then saw an option in windows 10 (graphics options) which suggest to windows which gpu to choose for different programs and i changed ..

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Bellow is the cpu side declaration for the buffer I’m having the issue: struct PSMaterialTransform { float Alpha; bool WrapUV; XMFLOAT2 padding; } static m_PSMaterialTransformDesc; And bellow is the gpu side declaration for the buffer: cbuffer MaterialTransform: register(b1) { float Alpha; bool WrapUV; float2 padding; }; This is how I’m creating all my constant buffers: ..

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I’m trying to bind a Ressource View but when I am binding the texture I’ve this error. I’m on Windows 10 and I use DirectX11 D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets[AndUnorderedAccessViews]: Forcing PS shader resource slot 9 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD] D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM DepthStencil is still bound on input! ..

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When I attempt to create a device and swapchain D3D11CreateDeviceAndSwapChain fails with 887a0001. I am trying to call this from my dll. DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; sd.BufferDesc.Width = 0; sd.BufferDesc.Height = 0; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = ..

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