2 : 1, // Create two textures when rendering in stereo. 1, // Use a single mipmap level. D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE ); winrt::check_hresult( device->CreateTexture2D( &depthStencilDesc, nullptr, &m_d3dDepthStencil )); CD3D11_DEPTH_STENCIL_VIEW_DESC ...
DirectX function device CreateBuffer(&dxDesc,&resourceData,&buffer m-buffer)failed with E-OUTOFMEMORY(Direct3D could not allocate Geforce GTX650 ,Driver:33489.Free virtual memory:75540KB/2097024KB。Total resource ,memory:0KB.,Make sure you have a supported graphics card with at least 512 MB ...
D3D11_RESOURCE_MISC_GENERATE_MIPS : 0); Microsoft::WRL::ComPtr<ID3D11Texture2D> tex; HR(m_pDevice->CreateTexture2D(&texDesc, nullptr, tex.GetAddressOf())); // 上传纹理数据 m_pDeviceContext->UpdateSubresource(tex.Get(), 0, nullptr, img_data, width * sizeof(uint32_t), 0); //...
当前SharpDx 已不维护,我正在找代替的项目,详细请看SharpDx 的代替项目 刚好找到了 dotnet 基金会下的 Silk.NET 库,此库是新写的,用上了很多 dotnet 和 C# 的新特性,例如通过 COM 调用 DirectX 的实现逻辑是通过了delegate* unmanaged新特性,这是 C# 9 的新特性,请看Function pointers - C# 9.0 draft spec...
在创建完成了 D3D11 设备之后,即可开始创建 Texture 对象。咱的步骤是创建出 Texture 用来共享和给 D2D 绘制用,但 D2D 绘制在的是 Texture 的 IDXGISurface 平面上 创建Texture2D 代码如下 D3D11.ID3D11Texture2D*pD3D11Texture2D;hr=pD3D11Device->CreateTexture2D(reftexture2DDesc,(D3D11.SubresourceData*)Int...
DirectX newb - Multisampled Texture2D with depth on a Billboard 这是我的要求:使用 DirectX11(通过 SlimDX)我必须下载一系列顶点并使用它们创建县边界地图的 Texture2D。然后我需要对state边界做同样的事情,并将它们绘制到县边界上。然后,我需要获取该纹理并从中创建 2 个不同的纹理,每个纹理都包含独特的雷达...
DirectX function "device->CreateTexture1D( &texDesc1d, desc.subResourceCount != 0 ? reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(desc.subResourceData) : 0, &texture->m_texture1d)" failed with E_INVALIDARG ("An invalid parameter was passed to the returning function."). GPU: "NVIDI...
1.据msdn的所说,这个函数无法被windows phone 8所支持。需要使用D3D11CreateDevice与CreateSwapChain先创建设备,再创建交换链? 2.TheD3D11CreateDeviceAndSwapChainfunction does not exist for Windows Store apps. 它无法被windows Store App使用?,需要其它的API,具体查看,MSDN. ...
#include"dxstdafx.h"#include"resource.h"#include<string>#include<memory>#include"DeviceResources.h"#include"Renderer.h"#include"MainClass.h"//---// Main function: Creates window, calls initialization functions, and hosts// the render loop.//---INT WINAPIWinMain(HINSTANCE, HINSTANCE, LPSTR,...
DX::ThrowIfFailed(m_d3dDevice->CreateTexture2D(&depthStencilDesc,nullptr, &depthStencil)); Do not usehr == S_OKto check for success. UseSUCCEEDED(hr)instead. Gamma For these tutorials, we make use of theDXGI_FORMAT_B8G8R8A8_UNORMbackbuffer format. This does not give gamma-correct resul...