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directx

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Pewsplosions
Pewsplosions commented Nov 14, 2019

The Forge sounds pretty great but there does not seem to be much in the way of documentation.

I don't even see simple "How to compile" or build instructions. Which seems like a good place to start.

The description talks about it being like "Legos" where you can use the different parts of the system as needed. So does that mean it can be built in sections and integrated into other projects pi

cwfitzgerald
cwfitzgerald commented May 31, 2018

EDITED SUMMARY
PCH implemented on Windows, Linux. Still needs to be fixed for Mac.
Unity implemented on Linux. Still needs to be fixed for Windows and Mac.

ORIGINAL ISSUE
As I'm starting to work to integrate with bsf, I think having precompiled headers (and unity builds) will help with compile times significantly. The idiomatic way to do this with CMake is to use cotire. I've been do

xray-16
kacejot
kacejot commented Aug 1, 2019

For now the wiki page of OpenXRay is a mess!
I mean all necessary pages on all possible languages are trying to fit into main wiki page.
I haven't even found coding conventions from the first time!

That should be structured by the next design:

  • Main page contains only links to language main wiki page.
  • Language main page contains thematic sections like: Development, Modding, Using, Conti
walbourn
walbourn commented Jun 20, 2015

The D3DX11LoadTextureFromTexture can be used to copy from one D3D11 texture to another starting with a specific source/dest box/rect, mip level, array element, num elements. It performs necessary conversions.

DirectXTex can be used to implement something like this using CopyRectangle, but it would be useful and informative to have a more full-featured LoadTextureFromTexture in the DirectXTex lib

mpolicki
mpolicki commented Jul 28, 2018

I tried using the ScreenToClient and ClientToScreen methods in WinApi/WinApi/Windows/NativeWindow.cs because I thought they did the same thing as the Windows functions of the same name. But, after getting unexpected results, I noticed that the methods had AdjustWindowRectEx/InverseAdjustWindowRectEx calls in them as well, which results in something other than a simple client/screen coord

pdJeeves
pdJeeves commented Sep 22, 2018

I would like a function that verifies that all naively using the document (only checking indices against -1) will not cause a buffer overrun; i tried writing this but i just started learning the gltf format this week and got confused.

I'm also pretty sure that Animation::Channel::Target::Path has only 4 valid values in the spec, and should be an enum, not a string, but maybe you know somethin

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