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RAM, VRAM, and More RAM: 64-Bit Gaming Is Here
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Games for Windows and the DirectX SDK
DDSWithoutD3DX Sample Update
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
3
Comments
Over the past few releases of the DirectX SDK, I've been working on updating our documentation for the DDS file format. The DDSWithoutD3DX and DDSWithoutD3DX11 samples in the DirectX SDK (June 2010) release demonstrate the details of interpreting the...
Games for Windows and the DirectX SDK
Known Issue: Direct3D 11 UpdateSubresource and Deferred Contexts
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
3
Comments
The UpdateSubresource method on the D3D11DeviceContext interface takes as one of it's parameters an optional destination offset: void UpdateSubresource( [in] ID3D11Resource *pDstResource, [in] UINT DstSubresource, [in] const D3D11_BOX *pDstBox, [in...
Games for Windows and the DirectX SDK
Direct3D 11 Tessellation
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
2
Comments
The new hardware tessellation feature available on Direct3D 11 video cards has great potential, but using it effectively currently requires understanding higher-order surfaces as well as a myriad of performance implications. In addition to the Windows...
Games for Windows and the DirectX SDK
DirectCompute
Posted
over 3 years ago
by
Chuck Walbourn - MSFT
1
Comments
The DirectX 11 Compute Shader, also known as Direct Compute , is a powerful but complex feature. In addition to the Windows DirectX Graphics documentation , here is a list of resources for learning to use this technology: Gamefest 2008 - Direct3D 11...
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