Rendering models disable other rendering

Hi all, I'm trying to render the teapot.sdkmesh using your library void GameApp::Game_Render() // Render Update void GameApp::Game_Render() { m_Graphics.Clear(); CommonStates states(m_Graphics....

Id #1309 | Release: None | Updated: Sat at 9:33 PM by AhmedTolba | Created: Sat at 9:33 PM by AhmedTolba

SimpleMath is missing equivalents to Viewport methods

The XNA Game Studio framework's Viewport includes a number of methods that could be useful as part of SimpleMath and should interop with the CD3D11_VIEWPORT class. Key methods: Project Unproject ...

Id #1308 | Release: None | Updated: Feb 11 at 4:15 PM by walbourn | Created: Feb 11 at 4:09 PM by walbourn

Add IEffectMaterial interface

void SetDiffuseColor(FXMVECTOR value); void SetEmissiveColor(FXMVECTOR value); void SetSpecularColor(FXMVECTOR value); void SetSpecularPower(float value); void DisableSpecular(); void SetAlpha(floa...

Id #1237 | Release: None | Updated: Sep 1, 2014 at 3:28 AM by walbourn | Created: Aug 31, 2014 at 6:35 PM by walbourn

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

Debug Shapes

While GeometricPrimitive can draw wireframe shapes, they can be obscuring for debug purposes. A debug shape manager with a life-time based on PrimitiveBatch renderer is useful for dynamic collision...

Id #1226 | Release: None | Updated: Aug 15, 2014 at 6:04 PM by walbourn | Created: Aug 15, 2014 at 6:03 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: Aug 15, 2014 at 7:17 PM by walbourn | 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: Dec 20, 2013 at 4:12 AM by Sephirothusi | Created: Dec 16, 2013 at 5:27 AM by walbourn