bonyjoe's Profile
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Posts I've Made
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In Topic: Reset CurrentTechnique
Posted 21 Jan 2013
Well a simple optimisation would be to draw all the parts that need the shader in one batch, then all the text in another. Rather than shader, text, shader, text etc etc. -
In Topic: Reset CurrentTechnique
Posted 17 Jan 2013
Why would you want to "cancel the shader after we apply", in the code you have posted you have not even used the shader, you have just set values and chosen the technique. You have not drawn anything. I suggest you use it for what you want to use it to draw. -
In Topic: DirectX 11 Tutorials
Posted 17 Jan 2013
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In Topic: Xna 3.1 menu system
Posted 16 Jan 2013
Damn colleges love being 2 years behind everyone else! -
In Topic: run dx11 code on a dx10 machine?
Posted 15 Jan 2013
Yes, when creating your device you can check the feature level, this is done by passing a D3D_FEATURE_LEVEL object as the 9th parameter for D3D11CreateDevice.
After the device is created you can check the feature level by comparing it to the feature level enum, so D3D_FEATURE_LEVEL_11_0 is the highest, D3D_FEATURE_LEVEL_10_0 and D3D_FEATURE_LEVEL_10_1 are the ones available for d3d 10.
Also I don't think you need to change the fx file loaded in, in each separate effect you have just include a d3d10 version of the technique, that compiles using shader level 4
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- Age:
- 22 years old
- Birthday:
- November 4, 1990
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- Years Programming:
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- Programming Languages:
- C# (XNA, WPF)
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brumgav
07 Jun 2011 - 11:07Gav