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Latest DX11 Activity

DX11 SwapChain ResizeBuffers Crash? (For 2 days, 16 hours of looking, I couldn't figure it out)

In order for swap-chain resize to work, every reference to the current (back)buffer need to have been released. So, you can do what you were trying to do, but you need to make sure to release those references manually before doing the resize, via calling Release or freeing the CComPtr, or whatever …

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One thing to keep in mind is that Unity/Unreal are cross-platform, and those available APIs are generally not. Thus, you will try to use abstractions over the APIs as much as possible, so you can build your game on PC, Linux, Android, iOS, etc… without having to code the same feature 3-4 times in d…

4,908 views

On computers today, all of main memory is equal. An array is an array is an array. The functions need a pointer to some data organized in a specific way. They don't care what you did to organize the data in the right way, all that matters is that it is formatted as expected.

4,555 views

In runtime no, in editor yes. Well… yes for standard textures (virtual textures no - you wouldn't be able to fit them in memory).

This could run into problems when assets are too big - my point is, that it is managed and dynamic (which I guess is what you want). Easy to switch between those 2 approa…

11,142 views

@Annisquam17 OMG, I had gone over the code a million times, and going through the code one more time to add a few mor debugging statements and make sure everything was right, I noticed this line:

subData[i*mipLevels].pSysMem = imageDataArray[i*mipLevels];

that should read:

subData[i*mipLevels].pSysMem…

5,785 views
Tape_Worm
November 17, 2019 03:00 PM
Gorgon Update #10

This is a small update that addresses some bugs regarding state changes that come up in certain edge cases. These can lead to improper states being set, or older states taking precedence over new states.

As usual, the new update can be retrieved from the GitHub releases page. The latest versi…

3,562 views
Pavel Smushkovich
November 05, 2019 08:55 AM
Dev. Diary №1: A (not really) long way to release
It all started with an idea.

In mid-may i was in Istanbull on my vacation. Great people, architecture, food - nice place to spend a week doing nothing. Every evening I came to my apartment, fell into bed and read. That time it was George R. R. Martin's «A Song of Ice and Fire». Actually i re…

5,122 views
Tape_Worm
October 17, 2019 10:39 PM
Gorgon Update #9

This is a small update that contains a few more fixes and additions.

As always, to get the latest version, go to the Github Releases page and download version 3.0.87.290. As always, there is a commit log on the release stating what changes were made.


View the full article

3,724 views
Tape_Worm
September 17, 2019 05:23 AM
Gorgon Update #8

This is a small update that contains a few more fixes and additions.

To get the latest version, go to the Github Releases page and download version 3.0.86.259 . As always, there is a commit log on the release stating what changes were made.

 

View the full article

 

3,469 views
Tape_Worm
September 02, 2019 03:38 AM
Gorgon Update #7

This update contains a few more substantial fixes and additions to the library/editor. A new example was added showing how to use the fluent interface on the 2D renderer, and 2 new operations were added to the image editor that will mark the image as using premultiplied alpha, plus an operat…

3,687 views
komires
May 02, 2019 06:57 PM
Matali Physics 4.7 Supports Universal Windows Platform on Xbox One

We are pleased to announce the release of Matali Physics 4.7. The latest version introduces:

  • Comprehensive support for Universal Windows Platform on Xbox One including: DirectX 12 games, DirectX 11 games, DirectX 11 apps, Xbox One gamepad, rendering at 4K.The latest version allows Matali Ph…
4,177 views
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