The part that I'm trying to wrap my head around is that from what I can tell you don't get any control over resource management and memory management with using it. I have read more about DirectXTK and do see a major benefit to its use in a project with it being supported on PC and Console. ![]() The more I research things the more unsure I am about what I want to do. Wow I thank everybody for the responses and when I said various image formats I was simply unsure what I was going to use, I am probably going to use DDS for my textures but I wasn't 100% certain. In case the question comes up the reason why I'm trying to stick with DirectX 11 for this project is that we are hoping to get approved in the next few months to also develop this project on XBOXONE so I wanted to stick to an API that will work on both PC and console.Īny help on this topic would be greatly appreciated and if you need more info please let me know. Does anybody know of any good resource material on the topic? I've been reading a lot of different sites about the topic and half of them talk about the old d3dx11 header and everything in there, and the other half just talks about using DirectXTK. The problem I'm running into is figuring out how to load various image file formats into memory to place into a ID3D11Texture2D. I have looked into DirectXTK as a possibility but I would really like to learn how to do this stuff on my own. I'm trying to get textures loaded and displayed on the screen but with the removal of the d3dx11.h header and all of the useful stuff that it brought with it I'm forced to figure out another way to load images into textures. ![]() ![]() So I'm working on an Indie project for my startup and I am working on the graphics system for the game.
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