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  • Blog Post: Anatomy of Direct3D 11 Create Device

    In answering some questions today, I remembered a topic I had been meaning to post about for some time: the seemingly simple act of creating a Direct3D 11 device. At it's core, it's pretty simple, but there's more to it than it first appears. The standard code for creating a Direct3D 11 device starts...
  • Blog Post: DXUT for Win32 Desktop Update

    With the deprecation of the DirectX SDK (see Where is the DirectX SDK? and Where is the DirectX SDK (2013 Edition)? ), there’s been a lot of guidance both on this blog and on MSDN on moving to newer, supported solutions. As a number of folks have noticed, DXUT (aka the DirectX SDK samples framework...
  • Blog Post: Living without D3DX

    Over the past few years, I've been working on a number of projects in part motivated by the need to replace legacy D3DX functionality. As noted on MSDN , all versions of D3DX are deprecated and are not shipped with the Windows 8.x SDK. This includes D3DX9, D3DX10, and D3DX11. There are plenty of options...
  • Blog Post: DirectXTex and Effects 11 Update

    DirectXTex It has been a busy summer which has resulted in "version 1.2" of the DirectXTex texture processing library. The focus of this release has been on improving Block Compression support. The biggest new feature is the integration of the DirectCompute 4.0 accelerated BC6H / BC7 texture compression...
  • Blog Post: DirectXTex Update

    The DirectX Texture library (aka DirectXTex) for Direct3D 11 (originally released on this blog and made an official CodePlex project) has continued to improve. It’s been a busy month of work, but with this release I’ve hit a milestone of sorts so I’m declaring this DirectXTex “Version...
  • Blog Post: DirectXTK Update

    The DirectX Toolkit ( aka DirectXTK) for Direct3D 11 introduced last year and made an official CodePlex project has continued to improve. The DirectXTK project provides 'runtime' utility shared-source C++ code to replace the deprecated D3DX library for Win32 desktop applications using Direct3D 11 (Windows...
  • Blog Post: Direct3D SDK Debug Layer Tricks

    When programming graphics applications, one of the more frustrating aspects of development is that you can end up writing thousands of lines of code and when you run it, all you get is a blank screen. Or maybe a blue screen. Or a crash. But often, not actually a useful image. Errors in state setting...
  • Blog Post: Effects for Direct3D 11 Update

    The Effects 11 library (FX11) was made available as shared-source in the DirectX SDK. Previous versions of the Effects library were part of D3DX (FX9) or built into the OS (FX10). With the DirectX SDK now legacy (see Where is the DirectX SDK? and Where is the DirectX SDK (2013 Edition)? ), there are...
  • Blog Post: Direct3D Feature Levels

    In various forums and discussion threads of late, I've seen some confusion about the difference between "DirectX 11" the API and "DirectX 11" the class of video hardware. The key to this is the concept of a "Feature Level" for devices which simplifies the old Direct3D 9 "sea of capabilities bits" to...
  • Blog Post: DirectXTK and DirectXTex now on Codeplex

    The DirectXTK and DirectXTex libraries now have official homes on Codeplex. http://directxtk.codeplex.com/ http://directxtex.codeplex.com/ The Codeplex site has the latest release packages, source code revision history with a Team Foundation Server source depot, documentation wiki, and issues...
  • Blog Post: Direct3D 11 Textures and Block Compression

    Creating and loading textures There are a number of previous posts on the state of .DDS files which is the container format for Direct3D resources (see MSDN for some basics). The DDS File Format Lives DDS Update and 10:10:10:2 Problems DDSWithoutD3DX Sample Update With the retirement of...
  • Blog Post: DirectXTK

    The DirectXTex library does an excellent job of providing all the 'texture content processing' functionality from the venerable D3DX library (see " Where is the DirectX SDK? "), and DirectXMath (or the older XNAMath ) takes over for D3DXMath. Shawn Hargreaves and I have been putting together another...
  • Blog Post: TiledResources11

    This is the sample package for Matt Lee's Gamefest 2011 presentation Tiled Resources for Xbox 360 and Direct3D 11 ( US / UK ). See the documentation files in the package for more details. Note: This sample includes a copy of both DirectXTex and the XNA Math 2.04 library. All content and source...
  • Blog Post: Getting Started with Direct3D 11

    So you've downloaded the latest DirectX SDK Windows SDK and start digging through the various tutorials, samples, and documentation , and you are trying to get a handle on where to start learning Direct3D 11... The best place to start is to learn Direct3D 10. Direct3D 11 is just an extension of Direct3D...
  • Blog Post: June 2010 HLSL Compiler Issue with Tessellation

    One of our areas of focus for the DirectX SDK (June 2010) release was to make sure our samples supported Direct3D 11 hardware from NVIDIA , as we had previously only had AMD/ATI Direct3D 11 hardware to work with. There were a few issues that arose right around the release with the SubD11 and PNTriangles...
  • Blog Post: Direct3D 11 Multithreading

    There's a lot of interest in the Multithreading features in Direct3D 11, especially since it can be used with existing Direct3D 10.x and 10level9 class hardware as well as new Direct3D 11 hardware. In addition to the Windows DirectX Graphics documentation , here are a number of resources for learning...
  • Blog Post: Known Issue: Direct3D 11 UpdateSubresource and Deferred Contexts

    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] const void *pSrcData, [in] UINT SrcRowPitch, [in...
  • Blog Post: DirectX 11 Hardware Vendor Differences

    With the June 2010 DirectX SDK, one of our work items was to try out the various DirectX 11 samples against the NVIDIA DirectX 11 graphics parts (NVIDIA GeForce GTX 470 / 480 ) now that they are available. For the August 2009 and February 2010 releases, we only had the AMD/ATI DirectX 11 graphics cards...
  • Blog Post: What's up with D3DCompiler_xx.DLL?

    For most of the early evolution of the HLSL language, the compiler was part of the D3DX utility library (aka D3DX9). This compiler supported Shader Models 1.x, 2.0, and 3.0 for Direct3D 9 vertex shaders and pixel shaders. For Direct3D 10, the graphics team started a new compiler to support the demands...
  • Blog Post: Object Naming

    One of the new features for the PIX for Windows tool for the upcoming June 2010 DirectX SDK release is support for object naming. This is a long-standing feature of the Direct3D 10.x and Direct3D 11 SDK Debug Layers, but not a well advertised one. We've mentioned it in a few talks (including in the appendix...
  • Blog Post: Direct3D 11 on Windows Vista with WSUS

    The DirectX SDK (August 2009) release was our "RTM" release for DirectX 11 and includes the final versions of headers, link libraries, deployment details, and samples for shipping DirectX 11 applications. The Direct3D 11 Deployment for Game Developers article details most everything you need to know...
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