sauparna / dx11 Goto Github PK
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DirectX 11
Separating device-dependent-resource construction and render-target-resource construction is not necessary because this older Direct2D pattern is simpler and the render-target is all we have in there. discard/create pieces could well have been moved to (and named) "device-dependent" but we keep the name "render-target" to identify them so as to be able to maintain parity with the more advance d2d.draw.* offerings. It also makes sense, because, after all, we are creating/discarding the render target and resources that the target references. That a render-target resource is a device-dependent resource, is implicit in our understanding when we tread in DirectX universe.
enable_d3d_debugging()
to initialize_d3d11_debug_layer()
.Function names:
ScaleDifferentials
Variable names:
nBoxes
distance
rayOrigin
Class member variables need not have a prefix or suffix (m_
or _
).
kimagingengine = kdrawingengine
kimageprocessor = kdraw
Assets are picked by the exe from the directory it is run from. This creates a hurdle when the exe is loaded into Visual Studio using devenv for debugging--the assets need to be copied to the build directory. Find a general solution to this problem.
Would they be device-independent resources that need not be recreated on a resize or device-loss?
The idea is that we always render geometry.
#define NODRAWTEXT
#define NOGDI
#define NOBITMAP
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