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#D3DX11 CUD NT CREATE DEVICE GAME ERROR ANYFIX MADMAX C WINDOWS#Ok, I solve this problem by uninstalling windows update, UNISTALLING WINDOWS UPDATE!!!!, however I got a further error in BoxDemo.cpp and seems to be rarer. why not try a release build and see if the error goes away? Not ideal but see if it at least gets rid of that error.Įdit - also if you can try it on another machine do that just to see if it really is your machine or not. RefUnwindSafe Send Sync Unpin UnwindSafe. #D3DX11 CUD NT CREATE DEVICE GAME ERROR ANYFIX MADMAX C CODE#If you look at the code it tries to create a debug device because you're compiling a debug build. Clone Copy Debug Default Eq From PartialEq StructuralEq StructuralPartialEq.You already have a hint in your previous post. If you give up this easily, you're not gonna make it that far, bugs caused by yourself and not by yourself can be a real pain to track down sometimes.ģ. You really should learn DX11 instead of 9. Of course, if you have further questions then you can post them here or on the Hieroglyph 3 site.1. You should quickly find out if there is a mismatch in format or layout, and can debug from there. Once you do this, and pass the structure to the creation function, then your texture should be initialized with the data. So if you haven't padded your image data (which you most likely haven't done) then your pitch will be the x resolution times the number of bytes per pixel. This is the number of bytes between new lines of the texture data. I assume you are working with 2D textures, so you will also need to fill out the SysMemPitch member. As long as your data is in memory in the same format that your resource will end up in, then you simply pass the system memory pointer of your image data to the pSysMem function member. The data layout is dependent on the texture format you are using. Zabezpiecz swój dom przed poarem za pomoc lakierów Uniepal firmy ADW. Uniepal - Lakiery ogniochronne do drewna firmy ADW. This is done by passing a D3D11_SUBRESOURCE_DATA structure to the ID3D11Device::CreateTexture2D() function. Add new website Price calculator Sharing. There may be cases, however, when an application needs to prevent extra threads from being created. An application might dynamically create (and destroy) threads to improve performance especially on a machine with multiple CPU cores. You are basically just providing a system memory copy of the image data to the API and it will be copied into the resource upon creation. Device creation flags are used by D3D11CreateDevice and D3D11CreateDeviceAndSwapChain. NFL NBA Megan Anderson Atlanta Hawks Los Angeles Lakers Boston Celtics Arsenal F.C. VC++ Directories is one way of doing that in Visual Studio. General rule is that any time you include <> files your IDE needs to know where to find them.There is a very small discussion of this in the book on page 88, although it could have a code sample to go along with it. Also make sure you added d3d11.lib (and maybe d3dx11.lib as well) to Linker Additional Dependencies. In my opinion, my problem is very basic but I'm a total newbie about DirectX and DirectCompute even if I'm a very experienced developer in varius languages in other domains. ![]() I bought the book "Practical Rendering & Computation with Direct3D11" but cannot find discussion about the topic I need: creating an image on the fly (by code using the CPU) and then processing it using the GPU before rendering. Yes, I have image data in memory and I want to create a texture out of it so that I can apply processing (Compute Shader) on it. ![]() ![]() #D3DX11 CUD NT CREATE DEVICE GAME ERROR ANYFIX MADMAX C UPDATE#It sounds like you want to create a texture, and to supply the initial data to it in the creation call (or alternatively to update the texture later on with the data). #D3DX11 CUD NT CREATE DEVICE GAME ERROR ANYFIX MADMAX C SOFTWARE#That method is used for files that are loaded into memory - not just a raw array of pixel values. I'm Alexander Blade and this site of mine is dedicated to the software development, especially that ones which require a lot of assembler digging in order to be built. ![]()
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