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Index
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Recent Posts
SimpleMath is now part of the DirectX ToolKit
Posted
3 months ago
by
Shawn Hargreaves - MSFT
DirectXTK now supports loading and drawing 3D models
Posted
4 months ago
by
Shawn Hargreaves - MSFT
Where should SimpleMath live?
Posted
5 months ago
by
Shawn Hargreaves - MSFT
SimpleMath - a simplified wrapper for DirectXMath
Posted
5 months ago
by
Shawn Hargreaves - MSFT
A brewing puzzle: solution
Posted
6 months ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
SimpleMath is now part of the DirectX ToolKit
Posted
3 months ago
by
Shawn Hargreaves - MSFT
0
Comments
Just a quick note to let y'all know that the SimpleMath header has been merged into the DirectX Tool Kit on CodePlex.
Shawn Hargreaves Blog
DirectXTK now supports loading and drawing 3D models
Posted
4 months ago
by
Shawn Hargreaves - MSFT
9
Comments
Chuck , awesome fellow that he is, has been slaving away on a 3D model loading solution for the DirectX Tool Kit . Documentation here . I won't bother to repeat all the details in this post, but as a quick summary: This is an implementation of a mesh...
Shawn Hargreaves Blog
Where should SimpleMath live?
Posted
5 months ago
by
Shawn Hargreaves - MSFT
24
Comments
Feb 2013 update: in response to overwhelming popular opinion, SimpleMath has now been merged into the DirectX Tool Kit on Codeplex. --- I am curious what folks think is the right long term home for the SimpleMath helper code? A post on my...
Shawn Hargreaves Blog
SimpleMath - a simplified wrapper for DirectXMath
Posted
5 months ago
by
Shawn Hargreaves - MSFT
6
Comments
Feb 2013 update: SimpleMath has now been merged into the DirectX Tool Kit on Codeplex. --- SimpleMath, created by my colleague Chuck Walbourn , is a header file that wraps the DirectXMath SIMD vector/matrix math API with an easier to use C++ interface...
Shawn Hargreaves Blog
A brewing puzzle: solution
Posted
6 months ago
by
Shawn Hargreaves - MSFT
7
Comments
Kudos to Clayton, mantis, and MannekinPis, who were on the right track about how to make beer in 17th century Germany . The trick to exactly hitting arbitrary temperatures without a thermometer lies in the fact that boiling water is always 212 ...
Shawn Hargreaves Blog
A brewing puzzle
Posted
6 months ago
by
Shawn Hargreaves - MSFT
7
Comments
Warning: this post is not about programming. Andy suggested I should sneak some homebrewing material onto my blog, and I thought hmm, why not? If you violently object, let me know in the comments and I won't do it again :-) Yesterday I brewed...
Shawn Hargreaves Blog
Debugging Direct3D programs: a taxonomy of error conditions
Posted
6 months ago
by
Shawn Hargreaves - MSFT
6
Comments
Eric Lippert wrote a fantastic article that categorizes C# exceptions into four categories: Exogenous exceptions occur due to the messy nature of reality. Filesystems can run out of space. Network connections can drop. These things are...
Shawn Hargreaves Blog
Catalin Zima on converting textures to .dds
Posted
7 months ago
by
Shawn Hargreaves - MSFT
1
Comments
Catalin has a great article on how to convert textures to .dds format , which is the most efficient way to load images for use with Direct3D. He describes how to integrate the texconv tool (from DirectXTex ) into Visual Studio using MSBuild, so...
Shawn Hargreaves Blog
Beware of D3D feature level 11 in the Windows Phone emulator
Posted
7 months ago
by
Shawn Hargreaves - MSFT
9
Comments
Windows Phone 8 devices support Direct3D 11.1 feature level 9.3, but our emulator uses the WARP rasterizer, which can handle all the way up to feature level 11. This means that, if you aren't careful, it is possible to accidentally use more advanced...
Shawn Hargreaves Blog
Speed: in which MSDOS meets Windows Phone 8
Posted
7 months ago
by
Shawn Hargreaves - MSFT
6
Comments
Inspired by long standing XNA team tradition , the Windows Phone graphics team recently spent some time using our product and trying to build some apps. One of our goals in supporting native C++ was to make it easier to port existing software and...
Shawn Hargreaves Blog
DirectX Tool Kit now supports Windows Phone 8
Posted
7 months ago
by
Shawn Hargreaves - MSFT
4
Comments
I suspect this will come as no surprise to anyone who's been paying attention to what I've been working on recently... The latest version of DirectXTK adds support for Windows Phone 8. In fact, DirectXTK pretty much already worked on WP8, which...
Shawn Hargreaves Blog
Apollo has landed
Posted
7 months ago
by
Shawn Hargreaves - MSFT
14
Comments
The developer SDK for Windows Phone 8 (codename Apollo) is now available for download from an internet near you. Which means I can finally talk about what I’ve been working on this past year! I am dev lead for graphics, so I’ll probably have...
Shawn Hargreaves Blog
DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11
Posted
8 months ago
by
Shawn Hargreaves - MSFT
15
Comments
The latest version of DirectXTK adds a PrimitiveBatch helper, for easily and efficiently drawing dynamically generated geometry such as lines or triangles. This fills the same role as the legacy D3D9 APIs DrawPrimitiveUP and DrawIndexedPrimitiveUP. PrimitiveBatch...
Shawn Hargreaves Blog
DirectXTK October 2012 release
Posted
8 months ago
by
Shawn Hargreaves - MSFT
2
Comments
The DirectX Tool Kit has been updated with two new features: Added a ScreenGrab module for easily saving rendertarget contents into .dds or other image formats Extended GeometricPrimitive.h with a new CreateGeoSphere method (thanks to my colleague...
Shawn Hargreaves Blog
DirectXTK samples?
Posted
11 months ago
by
Shawn Hargreaves - MSFT
15
Comments
Lots of people asking for samples for the DirectX Tool Kit - sorry I haven't had a chance to work on such a thing yet (I'm kinda busy right now getting Windows Phone 8 finished :-) Would appreciate feedback on what platform you most want to see...
Shawn Hargreaves Blog
DirectX Tool Kit is now on CodePlex
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
17
Comments
DirectX Tool Kit (aka DirectXTK ) is a collection of helper classes for writing Direct3D 11 code for Metro style apps, Windows 8 Desktop, and Windows 7 'classic' applications in C++. Features: SpriteBatch - simple & efficient 2D sprite rendering SpriteFont...
Shawn Hargreaves Blog
DirectXTK now includes SpriteFont
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
5
Comments
The DirectX Tool Kit ( DirectXTK ) has been updated with the addition of a SpriteFont implementation, similar to the one in XNA. Get it here: DirectXTK Shamelessly plagiarizing the readme file : This is a native D3D11 implementation of a bitmap...
Shawn Hargreaves Blog
A reusable, reflection based command-line parser
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
4
Comments
I often find myself writing little throwaway utilities to help with other tasks, and many of these utilities need to parse command lines. There are myriad ways to do this in C#, ranging from the quick and dirty to the infinitely flexible and confusing...
Shawn Hargreaves Blog
CreateThread for Windows 8 Metro
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
19
Comments
The WinRT programming environment, which is used to create Metro applications for Windows 8, replaces the old Win32 threading APIs such as CreateThread with a new ThreadPool::RunAsync API. This is generally a good thing (ThreadPool is better than CreateThread...
Shawn Hargreaves Blog
SpriteBatch and BasicEffect for C++ Direct3D 11
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
34
Comments
Over the Christmas break I spent some time porting the built-in XNA effects (BasicEffect, SkinnedEffect, etc.) to native C++ using Direct3D 11. Finding that strangely enjoyable, I went on to make a C++ version of SpriteBatch, and also ported the XNA Primitives...
Shawn Hargreaves Blog
Bloom on Windows Phone
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
6
Comments
Ok, silliness aside , is it possible to implement an efficient bloom effect on Windows Phone without custom shaders? Bloom consists of three operations: Identify which parts of the image should be bloomed Blur those parts Combine blurred bloomy bits with...
Shawn Hargreaves Blog
Voting results are in!
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
3
Comments
Thanks for the comments about what I should write about next . Hopefully I managed to count these more accurately than the Iowa Republican party :-) C++ 16 How GPU’s work 11 3D math 10 Game design 10 SIMD optimization 3 Of course my blog...
Shawn Hargreaves Blog
Is SpriteBatch Turing complete?
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
6
Comments
Time for some end-of-year silliness... Inspired by this recent Twitter exchange: Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7? nickgravelyn - @Scionwest...
Shawn Hargreaves Blog
What should I write about next?
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
59
Comments
I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next. Some topics I am considering: C++ . Dirty secret: although I've mostly blogged about C# programming, much...
Shawn Hargreaves Blog
From games to telephones
Posted
over 2 years ago
by
Shawn Hargreaves - MSFT
44
Comments
After six years working on XNA, I decided it was time to take on a new challenge. I am moving to the Windows Phone team, where I will be working on things I'm not sure how much I can say about here (leaking future business plans on MSDN might...
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