direct3d11

Fullscreen mode on monitor A in dual-monitor setup breaks when moving windows from monitor B onto it

為{幸葍}努か 提交于 2019-12-05 02:46:29
I am building a Win7/8/10 x64 Direct3D11 desktop application that allows the user to switch between windowed and fullscreen mode (proper dedicated fullscreen mode, not just a maximized window*). On a dual-monitor setup I am encountering some issues. The switch itself is performed manually using IDXGISwapChain::SetFullscreenState and works as intended: The monitor that houses the lion's share of the window area (let's call it monitor A) goes into dedicated fullscreen mode while leaving the other (monitor B) as it was, allowing the user to interact normally with windows on B as well as the

The linker keeps complaining after I changed from legacy DirectX SDK to Windows SDK (Visual Studio 2015))

心已入冬 提交于 2019-12-02 14:38:19
问题 I just removed all of the headers that were included in the DirectX SDK and i moved towards the Windows SDK, but once I did, the linker constantly complains about an "unresolved external symbol". The linker shows about 24 errors and most of these errors are about functions that I'm not even using in my game. Linker errors: error LNK2001: unresolved external symbol "union __m128 __vectorcall DirectX::XMVectorMultiply(union __m128,union __m128) error LNK2001: unresolved external symbol "union _

The linker keeps complaining after I changed from legacy DirectX SDK to Windows SDK (Visual Studio 2015))

╄→гoц情女王★ 提交于 2019-12-02 10:54:46
I just removed all of the headers that were included in the DirectX SDK and i moved towards the Windows SDK, but once I did, the linker constantly complains about an "unresolved external symbol". The linker shows about 24 errors and most of these errors are about functions that I'm not even using in my game. Linker errors: error LNK2001: unresolved external symbol "union __m128 __vectorcall DirectX::XMVectorMultiply(union __m128,union __m128) error LNK2001: unresolved external symbol "union __m128 __vectorcall DirectX::XMVectorSubtract(union __m128,union __m128) error LNK2001: unresolved

New to Direct3D programming: 11 vs 12

柔情痞子 提交于 2019-11-30 13:54:56
For a newbie in D3D programming, should one just learn D3D12 directly or is D3D11 necessary before diving into D3D12? Assuming starting from scratch and decent knowledge of C++, which way should I go? I've answered this question before so you should take a look at that post. In short, Direct3D 12 should be thought of as "DirectX Extreme Pro". It assumes you are already an expert in how the Direct3D 11 runtime works to the point that you can basically write it yourself. It is designed to allow middleware engines and low-level graphics developers to have maximum control over the behavior of the

How to install D3D11 SDK Layers for Windows 10 offline

烈酒焚心 提交于 2019-11-29 15:42:51
问题 I got the following error when I was debugging my D3D application in VS2015. D3D11CreateDevice: Flags (0x2) were specified which require the D3D11 SDK Layers for Windows 10, but they are not present on the system. These flags must be removed, or the Windows 10 SDK must be installed. Flags include: D3D11_CREATE_DEVICE_DEBUG I know I need to enable Graphics Tools in Win10 or run Dism /online /add-capability /capabilityname:Tools.Graphics.DirectX~~~~0.0.1.0 to enable it. But the machine I am