Hello, I use Frank Luna's DX11 code draw particle, after draw it will restore default states: particle.draw(); D3DDC->RSSetState(0); D3DDC->OMSetDepthStencilState(0,…
10 years, 5 months ago
Hello, I use Frank Luna's DX11 code draw particle, after draw it will restore default states: particle.draw(); D3DDC->RSSetState(0); D3DDC->OMSetDepthStencilState(0,…
10 years, 5 months ago
10 years, 9 months ago
amazon.com update: March 31, 2016
10 years, 9 months ago
11 years, 3 months ago
Hello,I am using rendering technique from the book Intro to 3D Game DX11 by Frank Luna, Its shadow mapping has a bounds, out of bounds will be dark. How to make the out of bound…
11 years, 3 months ago
Hello,I am following the official DirectXTK Audio document, but failed: CoInitializeEx( nullptr, COINIT_MULTITHREADED ); AUDIO_ENGINE_FLAGS eflags = AudioEngine_Defaul…
11 years, 5 months ago
Hello, I use Frank Luna's DX11 code draw particle, after draw it will restore default states: particle.draw(); D3DDC->RSSetState(0); D3DDC->OMSetDepthStencilState(0, 0); D3DDC->OMSetBlen
10 years, 5 months ago
amazon.com update: March 31, 2016
10 years, 9 months ago
Thanks! It is OK now. SamplerComparisonState samShadow { Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; AddressU = BORDER; AddressV = BORDER; AddressW = BORDER; …
11 years, 3 months ago
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