Related Issues (20)
- d3d.*: copy over debug layer code from d2d.imageprocessor.
- In run() what is the point of checking the existence of surface object?
- Factorize d2d.dxgi into a scene abstraction and a framebuffer abstraction. HOT 1
- d2d.dxgi: rename files; use meaningful names.
- Port KClock from d2d.hwndrt to d3d.lighting.
- Add debug text overlay to d2d.dxgi (from d2d.hwndrt).
- d2d.hwndrt: remove write_wic_bitmap() and add that feature to d2d.imageprocessor.
- d2d.* and d3d.*: Change type of surface dimension components to uint32_t.
- d2d.*: Rename surface_size_ to size_ and use the type D2D1_SIZE_U.
- Rename repository as "DirectX 11"
- Exclude GDI, DirectX doesn't use it.
- d2d.*: resize the KScene object in resize().
- KWindow has breaking changes, update all d2d.* and d3d.*.
- d2d.draw: pass the scene object as a reference during surface construction. HOT 1
- d2d.draw: move static methods from KScene to an appropriate location. HOT 1
- d2d.draw: Refactor KScene in to KGeometry and KTextOverlay.
- Standardize coding style (follow PBRT). HOT 1
- discard_device_dependent_resources() is called twice; along with the setting of device_lost_ flag to false. HOT 2
- d2d.draw*: Mouse pointer does not switch to resize-cursor when pointing at window-edge.
- Explain why d2d.draw.ID2D1HwndRenderTarget does not have a create/discard-device-dependent-resources function.
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from dx11.