class EffectBase::ApplyShaders should set GS to nullptr

Hello. I found problem with EffectBase::ApplyShaders method. I use some effects that use GS and currently I need to set to null GS after every Draw to be sure that effects like BasicEffect are dr...

Id #1324 | Release: None | Updated: Tue at 8:04 AM by Chazar | Created: Tue at 8:04 AM by Chazar

FBX ModelLoadCMO path names

I've been having trouble when I load textures and sometimes things work and sometimes not. What I finally figured out is while using an FBX.CMO file. The file is loading full path names for materia...

Id #1323 | Release: None | Updated: Jan 17 at 11:28 PM by IQ100 | Created: Jan 17 at 8:02 AM by IQ100

how to access the vertices of to get bounding sphere

I'm using the mesh loader directxtk, but I don't know how to get the vertices to calculate a bounding sphere for example ?

Id #1319 | Release: None | Updated: May 18, 2016 at 3:57 PM by AhmedTolba | Created: May 18, 2016 at 3:57 PM by AhmedTolba

SpriteSortMode_FrontToBack not working on new Lumia 950 phones

I have a UWP DirectX game that uses the DirectX Took Kit spritebatch draw functions. Players who have the new Lumia 950 phones are reporting that the sprite depth drawing order is basically not wor...

Id #1316 | Release: None | Updated: Dec 7, 2015 at 2:58 PM by ralliiart | Created: Dec 7, 2015 at 2:58 PM by ralliiart

AudioEmitter enhancements

Currently the AudioEmitter class has limited helpers for common scenarios, but does not simplify the use more complex emitter setups: Multi-channel emitters (ChannelCount, ChannelRadius, updating ...

Id #1235 | Release: None | Updated: Aug 28, 2014 at 6:06 PM by walbourn | Created: Aug 28, 2014 at 6:06 PM by walbourn

VideoPlayer

An abstraction to provide a texture with a video playing back on it. On DirectX 11.1+ platforms can make use of Media Foundation directly to render to a Direct3D 11 texture. On DirectX 11.0 platf...

Id #1225 | Release: None | Updated: Jun 7, 2015 at 11:50 PM by ArtScott | Created: Aug 15, 2014 at 5:42 PM by walbourn

Model support for collision meshes

The existing CMO and SDKMESH model loaders create IBs and VBs as USAGE_DEFAULT and then release the loaded geometry. This is a great match for rendering, but makes it difficult to do CPU-side trian...

Id #1208 | Release: None | Updated: Jul 24, 2014 at 5:48 PM by walbourn | Created: Jul 24, 2014 at 5:48 PM by walbourn

Add support for signed-distance field fonts to SpriteFont

Chris Green. 2007. "Improved Alpha-Tested Magnification for Vector Textures and Special Effects." SIGGRAPH Course on Advanced Real-Time Rendering in 3D Graphics and Games.

Id #1123 | Release: None | Updated: Aug 28, 2014 at 11:54 PM by walbourn | Created: Mar 4, 2014 at 5:31 PM by walbourn

Texture bundler

This work item is for creating a bundler tool that packages .DDS files together for faster reading and usage, and a runtime class for loading them. Essentially a XWBTool and WaveBank class for .DD...

Id #1070 | Release: None | Updated: Jan 9, 2014 at 5:30 PM by Sephirothusi | Created: Dec 28, 2013 at 5:03 PM by walbourn

MediaStream class for playing compressed audio

This work item is for implementing a version of XAudio2MFStream as part of DirectXTK for Audio using Media Foundation's SourceReader which supports a number of built-in codecs including WMA. Note ...

Id #1066 | Release: None | Updated: May 21, 2015 at 1:36 AM by endrollex | Created: Dec 16, 2013 at 5:27 AM by walbourn