<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Games for Windows and the DirectX SDK - All Comments</title><link>http://blogs.msdn.com/b/chuckw/</link><description /><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Samples Content Exporter Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/04/25/samples-content-exporter-update.aspx#10421317</link><pubDate>Sat, 25 May 2013 11:32:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10421317</guid><dc:creator>dev</dc:creator><description>&lt;p&gt;Just wanted to quickly drop this here:&lt;/p&gt;
&lt;p&gt;Autodesk FBX SDK 2014.1 is now released.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10421317" width="1" height="1"&gt;</description></item><item><title>re: Effects for Direct3D 11 Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/10/24/effects-for-direct3d-11-update.aspx#10417439</link><pubDate>Thu, 09 May 2013 20:23:40 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10417439</guid><dc:creator>Mauricio Vives - Autodesk</dc:creator><description>&lt;p&gt;Due to some template limitations, I decided to go for the brute force fix: the exposed (API) functions continue to accept bool but I changed the internal storage (pNumericBool) to BOOL. &amp;nbsp;This means converting between them in the GetBool / SetBool / GetBoolArray / SetBoolArray functions, but that is basically the same as what we did with the old Effects11, except now the conversion is hidden inside Effects11. &amp;nbsp;Here is what GetBoolArray() looks like as an example:&lt;/p&gt;
&lt;p&gt;template&amp;lt;typename IBaseInterface, bool IsAnnotation&amp;gt;&lt;/p&gt;
&lt;p&gt;_Use_decl_annotations_&lt;/p&gt;
&lt;p&gt;HRESULT TBoolScalarVariable&amp;lt;IBaseInterface, IsAnnotation&amp;gt;::GetBoolArray(bool *pData, uint32_t Offset, uint32_t Count)&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;// Create a temporary BOOL array.&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;BOOL* pValues = new BOOL[Count];&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;HRESULT hr = GetScalarArray&amp;lt;ETVT_Bool, ETVT_Bool, BOOL, BOOL&amp;gt;(Data.pNumericBool, pValues, Offset, Count, &lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;pType, GetTotalUnpackedSize(), &amp;quot;ID3DX11EffectScalarVariable::GetBoolArray&amp;quot;);&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;if (FAILED(hr)) { delete [] pValues; return hr; }&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;// Copy the temporary BOOL array to the output bool array.&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;for (uint32_t i = 0; i &amp;lt; Count; i++) { pData[i] = pValues[i] != 0; }&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;delete [] pValues;&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp;return hr;&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10417439" width="1" height="1"&gt;</description></item><item><title>re: Samples Content Exporter Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/04/25/samples-content-exporter-update.aspx#10417163</link><pubDate>Wed, 08 May 2013 23:13:09 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10417163</guid><dc:creator>dev</dc:creator><description>&lt;p&gt;Glad to hear it&amp;#39;s not forgotten! I will wait patiently, thanks for all the work you (and others) do to help us developing with DirectX!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10417163" width="1" height="1"&gt;</description></item><item><title>re: Samples Content Exporter Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/04/25/samples-content-exporter-update.aspx#10417111</link><pubDate>Wed, 08 May 2013 18:45:34 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10417111</guid><dc:creator>Chuck Walbourn - MSFT</dc:creator><description>&lt;p&gt;@dev - It will take a pretty significant rewrite to update to the 2013 era Autodesk FBX SDKs, but it is on my backlog...&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10417111" width="1" height="1"&gt;</description></item><item><title>re: Samples Content Exporter Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/04/25/samples-content-exporter-update.aspx#10417008</link><pubDate>Wed, 08 May 2013 13:46:57 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10417008</guid><dc:creator>dev</dc:creator><description>&lt;p&gt;Can we expect any update on this? Hasn&amp;#39;t Autodesk FBX SDK stabilized yet? Would greatly appreciate new, updated version of this exporter.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10417008" width="1" height="1"&gt;</description></item><item><title>re: DirectX 11.1 and Windows 7 Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2013/02/26/directx-11-1-and-windows-7-update.aspx#10416400</link><pubDate>Mon, 06 May 2013 17:41:57 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10416400</guid><dc:creator>Chuck Walbourn - MSFT</dc:creator><description>&lt;p&gt;The latest versions of PIX for Windows is the VS 2012 Update 2 Graphics Diagnostics feature currently only in Pro SKUs or higher. The DirectX SDK (June 2010) release is the last release of the DirectX SDK. The various IHV tools are also an option, although you will need the most recent version to support Windows 7 with KB 2670838.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10416400" width="1" height="1"&gt;</description></item><item><title>re: DirectX 11.1 and Windows 7 Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2013/02/26/directx-11-1-and-windows-7-update.aspx#10416297</link><pubDate>Mon, 06 May 2013 11:11:29 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10416297</guid><dc:creator>stardeath</dc:creator><description>&lt;p&gt;hi, it means there are no chance to have pix update anymore?&lt;/p&gt;
&lt;p&gt;any chance it becomes open source?&lt;/p&gt;
&lt;p&gt;else if i need a new feature in pix, will you publish new version?&lt;/p&gt;
&lt;p&gt;regards&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10416297" width="1" height="1"&gt;</description></item><item><title>re: Effects for Direct3D 11 Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/10/24/effects-for-direct3d-11-update.aspx#10416267</link><pubDate>Mon, 06 May 2013 07:13:13 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10416267</guid><dc:creator>Chuck Walbourn - MSFT</dc:creator><description>&lt;p&gt;@Mauricio - Thanks, that would be helpful...&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10416267" width="1" height="1"&gt;</description></item><item><title>re: XNA Math Version 2.04</title><link>http://blogs.msdn.com/b/chuckw/archive/2011/02/23/xna-math-version-2-04.aspx#10416162</link><pubDate>Sun, 05 May 2013 13:27:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10416162</guid><dc:creator>Alessio T</dc:creator><description>&lt;p&gt;Thx for the replay.&lt;/p&gt;
&lt;p&gt;I started learning some D3D tutorial that use XNA Math, but now I decided to convert them to DirectXMath as &amp;quot;homework&amp;quot;, so that&amp;#39;s not a big deal as you wrote :p&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10416162" width="1" height="1"&gt;</description></item><item><title>re: Effects for Direct3D 11 Update</title><link>http://blogs.msdn.com/b/chuckw/archive/2012/10/24/effects-for-direct3d-11-update.aspx#10416006</link><pubDate>Fri, 03 May 2013 21:35:37 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10416006</guid><dc:creator>Mauricio Vives - Autodesk</dc:creator><description>&lt;p&gt;Chuck, I missed your earlier reply here. &amp;nbsp;This actually turns out to be more complicated, because you can&amp;#39;t pack an *array* of bools (single byte) into a constant buffer and have it work properly. &amp;nbsp;So the system must convert the input bools into int / BOOL for storage. &amp;nbsp;I previously had it working for single elements, but not arrays, so I am working on that now. &amp;nbsp;If you are still interested, I can send the modifications after I have them tested.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10416006" width="1" height="1"&gt;</description></item></channel></rss>