Граф коммитов

26 Коммитов

Автор SHA1 Сообщение Дата
Chuck Walbourn 85340af52c
.edtiorconfig driven reformat of source (#311) 2022-04-04 15:02:04 -07:00
Chuck Walbourn 3aa9f8f45b Constify variables 2022-02-21 02:02:17 -08:00
Chuck Walbourn c4933c321f Trimmed trailing whitespace 2021-12-07 13:43:42 -08:00
Chuck Walbourn 0a096cf02c Added automatic default texture behavior for EnvironmentMapEffect and NormalMapEffect 2021-09-03 20:21:09 -07:00
Chuck Walbourn 5fec479daf Updated copyright banner 2021-02-26 23:00:12 -08:00
Chuck Walbourn 556caba51f
Clean up use of std::exception (#250) 2021-01-05 13:01:34 -08:00
Chuck Walbourn 3231cce774
EnvironmentMapEffect updated to support sphere and dual paraboloid environment maps (#223) 2020-07-11 20:23:32 -07:00
Chuck Walbourn 0ac862cbf0
Fix compiler errors (Clang 6) (#140) 2018-06-12 18:05:42 -07:00
Chuck Walbourn de93799c1a More VS 2017 (15.7) code cleanup 2018-05-04 18:16:09 -07:00
Chuck Walbourn 0dabb74fb6
Retire Windows 8.1 Store, Windows phone 8.1, and VS 2013 projects (#132)
* Retire VS 2013 projects
* Change ``throw()`` to ``noexcept``
* Use ``%zu`` instead of ``%Iu``
* Minor update to match DXTK12
* Cleaned up warning suppression
* remove ``WINAPI_FAMILY_PHONE_APP`` platform code
* Fixed C5038 warnings
* More uniform initialization
2018-05-01 18:22:46 -07:00
Chuck Walbourn 43df3f97f1 Don't need to use DIRECTX_NOEXCEPT macro 2018-04-17 10:59:05 -07:00
Chuck Walbourn 0f7afb3337 VS 2017 (15.7 preview) /analyze cleanup 2018-04-02 23:52:18 -07:00
Chuck Walbourn 85c1b88e48 Reformat code 2018-03-16 11:33:06 -07:00
Chuck Walbourn d39e86e428 Fixed up comment header block 2018-02-23 11:49:48 -08:00
Chuck Walbourn ae58764dab Minor code cleanup 2017-07-10 20:54:54 -07:00
Chuck Walbourn 0bffa5bc00 Code review feedback 2016-10-28 15:06:51 -07:00
Chuck Walbourn 09d65c5193 Added SetMatrices and SetColorAndAlpha helpers to effects 2016-07-09 17:54:41 -07:00
Chuck Walbourn 1e8cc685e1 Use brace initialization instead of memset 0 2016-05-18 13:25:21 -07:00
Chuck Walbourn 82e41370af Code Review feedback 2015-10-02 13:04:36 -07:00
Chuck Walbourn 7cfe9dfa3c Cleaned up namespace usage 2015-07-10 19:46:54 -07:00
walbourn_cp 83a7ff2ac6 DirectXTK: Resolved some minor PREFAST /analyze issues 2014-02-12 14:12:13 -08:00
walbourn_cp 02141ec2d3 DirectXTK: GetDefaultTexture() was holding on to the Tex2D which caused a D3D leak report 2014-01-08 17:34:14 -08:00
walbourn_cp efdcec0264 DirectXTK: Skinned Model support
- Updated DGSLEffect with support for skinning
- IEffectSkinning interface added
- Updated SkinnedEffect to use default texture if no texture set
- Updated Model loading to use skinned effects and vertex types
2013-10-21 20:56:59 -07:00
walbourn_cp 5d7af0ae62 DirectXTK: Updated with optional support for DirectXMath 3.05 and the __vectorcall calling convention 2013-06-26 15:03:13 -07:00
ShawnHargreaves_cp 38f1e61fcb Added PrimitiveBatch for drawing user primitives.
Also now set debug object names for all D3D resources (for PIX and debug layer leak reporting)

PrimitiveBatch is a helper for easily and efficiently drawing dynamically generated 
geometry such as lines or trianges. It fills the same role as the legacy D3D9 
APIs DrawPrimitiveUP and DrawIndexedPrimitiveUP. Dynamic submission is a highly 
effective pattern for drawing procedural geometry, and convenient for debug 
rendering, but is not nearly as efficient as static vertex buffers. Excessive 
dynamic submission is a common source of performance problems in apps.

PrimitiveBatch manages the vertex and index buffers for you, using DISCARD and 
NO_OVERWRITE hints to avoid stalling the GPU pipeline. It automatically merges 
adjacent draw requests, so if you call DrawLine 100 times in a row, only a 
single GPU draw call will be generated.

PrimitiveBatch is responsible for setting the vertex buffer, index buffer, and 
primitive topology, then issuing the final draw call. Unlike the higher level 
SpriteBatch helper, it does not provide shaders, set the input layout, or set 
any state objects. PrimitiveBatch is often used in conjunction with BasicEffect 
and the structures from VertexTypes.h, but it can work with any other shader or 
vertex formats of your own.
2012-10-12 09:45:08 -07:00
walbourn_cp 3dd040ed5e March 2012 2012-05-01 14:58:36 -07:00