6/16/2023 0 Comments Directx 11 32 bitThis raises two questions I will try to answer:Ĭan I install Windows 8.1 SDK on a Windows 7 PC? Thus I assume I will have to install the Windows SDK 8.1. So I did a research on my PC, and the dll D3D11_1SDKLayers.dll is missing. But there is no debug msg during runtime. I have to develop using VS 2010, and if I activate the flag D3D11_CREATE_DEVICE_DEBUG, the call for D3D11CreateDevice() is not creating any error. This is because the D3D11.1 runtime now requires D3D11_1SDKLayers.dll instead of D3D11SDKLayers.dll. en-us/library/windows/desktop/jj863687(v=vs.85).aspxįor developers currently working on applications in Microsoft Visual Studio 2010 or earlier using the D3D11_CREATE_DEVICE_DEBUG flag, be aware that calls to D3D11CreateDevice will fail. Thanks for the advice, I read the link you gave, and also your answser on this question here, and this doc (4), and the last paragraph from here (5): So I guess inputs are wrong, but they seems good to me and the documentation is not very verbose on that. The corresponding output becomes wrong inputs Std::cout CreateTexture2D(&tdesc, &tbsd, NULL) = S_FALSE ) Std::cout CreateTexture2D(&tdesc,&tbsd,&tex))) The official documentation is interesting ( (v=vs.85).aspx) and I found this example for a four-channel 8 bits per pixel: ID3D11Texture2D *MakeCheckerboard(ID3D11Device *myDevice)įor(int i=0 iCreateTexture2D(&tdesc, &tbsd, NULL) = S_FALSE ) I am trying to create a d3d11 texture, mono-channel, 32 bit per pixel. So maybe somebody here could help me to progress on that. Surprisingly I am not able to find any help on the subject, even though I am pretty certain this is quite a basic question.
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