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  • writing depth from shader

    m wanting to output the pixel depth, im writing a skybox shader, so i just want to force the pixels depth to be like infinitehere is my pixel out structure:struct POut{float4 color: SV_Target;float depth: SV_Depth;};problem is, the pixel will only pass the depth test is depth = 0.0if it equals ...

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  • Will build #5536.16385 of Vista be compatible with D3D10 in August'06 SDK?

    Hi,Just checked my email and it seems that beta testers (maybe MSDN people as well) can now get another pre-RC1 build of Vista.The August'06 SDK states that the D3D10 CTP will only work with RC1 of Vista and the other recent pre-RC1 build wasn't good enough. So, just wondering if anyone here ...

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  • Why has so many D3DX functions been removed in DX10 ?

    ExampleD3DXComputeNormals and D3DXComputeTangent ?...

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  • Why are posts being ruthlessly deleted?

    This forum is strictly for discussion of Direct3D 10 issues ONLY. This is not a forum for DirectX 10 hardware questions, unless they relate directly to Direct3D 10 development. If you have questions about DirectX 10 hardware, please contact your local harware vendor. Microsoft does not ...

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  • Where can I find SamplerState reference

    Hi guys!Could someone point me to a reference that defines which initializers are available for SamplerStates? I've seen the examples (as the one below) and documentation in the DX December release, but can't seem to find an actual summary of what I could define.SamplerState samLinear{ Filter ...

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  • What kind of data will invoke the excution of a GS

    GS provides a flexible way for users to generate new primitives. We want it is more flexible. If we emit some new primitives without use any input data such as position or color. This case supported by current DX10?...

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  • What is the maximum number of triangles a geo shader can output

    Is there any limit? It sounds like there isn't, but wouldn't this be a problem for parallelism?...

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  • What components really make up DX 10 ?

    Hello.Does new DirectX 10 include only Direct3D 10 and the rest components from DirectX 9?E.g.:DX10=D3D10+DirectInput+DirectSound+...orDX10=D3D10+XInput+DirectSound+...Please explain...

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  • Visual C++ Studio Compiler error

    Hi,I compile a C file with Visual Studio 8 with the C compiler flag. I seem to crash into a compile errors with the following lines of code:DXGI_SWAP_CHAIN_DESC sd;ID3D10Texture2D *pBackBuffer;D3D10_VIEWPORT vp;MSG msg;The error is "illegal use of this type as an expression" ... any help is ...

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  • Vista RC2

    I'm still waiting to install vista RC2 cause D3D10 is not compactible with it.So will the december release of the DXSDK contain a compactible version for this build? or will it allready require RTM?...

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  • Vista 5728-16387

    WarningThe Direct3D 10 version that is included with Vista 5728-16387 is not in sync with the August SDK. The runtime is not able to load the reference rasterizer because there is a version conflict. For Direct3D 10 development stay with Vista RC1 ...

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  • Use SwapChain buffer as Texture in Pixel Shader

    Hi,Is there a way to use the swapchain buffer has a texture in a pixel shader?I tried the following:create:D3D10CreateDeviceAndSwapChain(&pSwapChain)pSwapChain->GetBuffer(&buffer)CreateShaderResourceView(buffer, ,)CreateRenderTargetView(buffer, ...

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  • The size for vertex buffer used as stream output

    In the directx document for geometry shader, it says "When a triangle or line strip is bound to the input assembler, the strips are always converted into lists before they are streamed out". I suppose this means if i want stream out a triangle strip with two triangles (4 vertices for ...

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  • TestCooperativeLevel in D3D10

    Hello! How should one to determine lost devices in D3D10? Documentation says that we should use Code SnippetPresent( 0, DXGI_PRESENT_TEST ); But a few lines below we can read the following: DXGI_PRESENT_TEST is only intended for use when switching from the idle state; do not use it to ...

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  • Syncing Present() to vblanks

    I'm currently porting my 3D engine to Direct3D 10 from some old Direct3D 9 code. I'd like to fix the maximum buffer swap rate to the refresh rate of the monitor, so that Present() blocks and eases up CPU usage when it exceeds this.The documentation suggests that Present(1, 0) should ...

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