Replies: 5 comments 7 replies
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Yeah, definitely, feel free to share it with me or submit PR if part of repository. Thank you |
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Yeah, look good for me! |
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Great. I'm working on a similar "sandbox" project (work in progress). One Model can use many DrawSets and one DrawSet can be used by many Models. MyShaders, MyDrawSets and MyModels have each several ready-to-use examples that can be mixed. Comments:
Example of the code for a model:
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I haven't proposed anything yet as I'm waiting to see if there's anything more to be improved regarding the memory? With the 2.1.30 I still have some issues. |
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My UpdateColorSpace is called every time the window moves (like the template of Chuck) which is generating this: Not sure if I can do something better on my code to prevent this. As you can see in the image, using Description from the Output is increasing memory, The fact that EnumAdapters and EnumOutputs are IEnumerable, is also increasing memory. QueryInterfaceOrNull also contributing to the increase. My current code is here https://github.com/BMarques/LearnDirectx/blob/42ff119abc4823151370d1747b2a45a15a009c33/BasicGameLoop/DX/DeviceResources.cs#L474 The reason why this is done is to allow support of HDR when using win + alt + b as seen here: walbourn/directx-vs-templates@a83d12d |
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To make it easier to start with Vortice Windows, I was thinking that it would be nice to have some sort of ready made visual studio templates, such as https://github.com/walbourn/directx-vs-templates. Does it make sense?
I already am working on one for myself with Direct3D 11 based on the d3d11game_win32_dr, but the thought came across my mind to open a discussion here.
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