Unresolved externals in DirectXTK

Hi all, I'm using DirectXTK and I'm getting unresolved externals when I enable no intersincs, by defining the following #define XM_NO_INTRINSICS unresolved external symbol "public: void __fastcall...

Id #1320 | Release: None | Updated: May 19 at 2:49 PM by AhmedTolba | Created: May 19 at 2:49 PM by AhmedTolba

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 at 3:57 PM by AhmedTolba | Created: May 18 at 3:57 PM by AhmedTolba

Disable enable z buffer using commonstate

is this is the correct way to disable and enable the z buffer before rendering the skydome? m_Graphics.getContext()->OMSetDepthStencilState(states.DepthNone(), 0); m_shape->Draw(sphereWorld,m_Camer...

Id #1318 | Release: None | Updated: May 16 at 3:49 PM by ShawnHargreaves | Created: May 14 at 3:50 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

Support for DirectX 12

DirectX Tool Kit currently supports DirectX 11.x. While not everything in the tool kit is applicable to DirectX 12, a subset of the graphics functionality makes sense. DDSTextureLoader WICTextureL...

Id #1311 | Release: None | Updated: May 8, 2015 at 11:51 PM by walbourn | Created: May 8, 2015 at 10:04 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: 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