slimdx

Speeding up an L-System renderer in C#/WPF

て烟熏妆下的殇ゞ 提交于 2019-12-10 10:39:51
问题 lsys is a blazing fast L-System renderer written in CoffeeScript. Below is a simple renderer in C# and WPF. It is hardcoded to render this example. The result when run looks as follows: A mouse-click in the window will adjust the angleGrowth variable. The re-calculation of the GeometryGroup as well as building the Canvas usually take much less than a tenth of a second. However, the actual screen update seems to take much longer. Any suggestions for how to make this faster or more efficient?

Now that Xna is unsupported, what is a better choice? [closed]

无人久伴 提交于 2019-12-09 10:06:43
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 6 years ago . Xna is unsupported, and unfortunately I started game programming recently(~9 months). What is a better choice, DirectX or OpenGl. Now,

Enabling antialising in SlimDX (D3D9)

二次信任 提交于 2019-12-08 13:43:05
问题 I would like to enable antialiasing when drawing triangles like on the following picture: I found a way to do it with XNA on this page but I want to do the same with SlimDX . 回答1: On SlimDX/Directx9, when you create your swapchain, use this in PresentParameters: Multisample = MultisampleType.FourSamples, MultisampleQuality = 4 Also make sure that the multisample state is on (By default it is, but never sure): device.SetRenderState(RenderState.MultisampleAntialias, true); There's of course

SlimDX: Cannot see Direct3D debug output in Visual Studio 2010

北慕城南 提交于 2019-12-06 09:02:40
I've installed the June 2010 SDK Enabled the Debug Runtime in the DirectX Control Panel set the Debug Output Level to maximum (More) Enabled unmanaged code debugging. Result: The debug output from Direct3D is missing However if I start the application externally and use dbgview.exe, the output is shown there. What could be the reason for that? After hours of trial and error I found a solution to my problem. Export your settings and check the value of the following setting: <PropertyValue name="OutputOnOutputDebugString">1</PropertyValue> I had 0 there. The most likely reason for this is that I

Speeding up an L-System renderer in C#/WPF

本秂侑毒 提交于 2019-12-06 05:53:48
lsys is a blazing fast L-System renderer written in CoffeeScript. Below is a simple renderer in C# and WPF. It is hardcoded to render this example . The result when run looks as follows: A mouse-click in the window will adjust the angleGrowth variable. The re-calculation of the GeometryGroup as well as building the Canvas usually take much less than a tenth of a second. However, the actual screen update seems to take much longer. Any suggestions for how to make this faster or more efficient? It's currently way slower than the CoffeeScript/JavaScript version... :-) using System; using System

Direct2D / GDI+ and slow Windows forms drawing - What can be done?

不打扰是莪最后的温柔 提交于 2019-12-06 04:39:09
问题 I'm working a lot with Visual Studio 2008, .NET C# 2.0-3.5 and Windows Forms and I have noticed, like many before me, that GDI+ is extremely slow in drawing Controls. Note that I do not deal with images (JPG, GIF etc) very much. Images are only as icons in certain places. This is actually Controls/Forms/etc that are slow to draw. The issue is that you can see Controls being drawn and it can take several seconds for a seemingly easy set of Controls to be drawn. Ie, its lagging and horrible. I

SharpDX vs SlimDX for game development? [closed]

怎甘沉沦 提交于 2019-12-05 16:10:23
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 7 years ago . Which one of these offers the best API for game development? Which library is easier to use, faster, has more documentation? 回答1: Both

What is a good code structure for api-independent vertex processing? [closed]

南笙酒味 提交于 2019-12-04 17:35:57
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed last year . Currently working on a 3D media engine using C# and I have come across a little conundrum. I have my rending loop figured out, I got a great plug-in architecture and content management system and even a material pipeline all planned out. Then engine is planned to use DirectX

C# Capturing A Fullscreen Game With SlimDX

时间秒杀一切 提交于 2019-12-04 15:39:42
I have recently made an application that takes screenshots of games. First I used GDI to capture the game but for that I had to disable aero at win7/vis and I had some issues on windows XP. Than I decided going with DirectX and after realizing that microsoft's DX isn't going to work for me, I found this great example of a SlimDX screen capture (http://spazzarama.wordpress.com/2009/02/07/screencapture-with-direct3d/) SlimDX worked GREAT! and it even allowed me to capture a game without having to disable aero on win7/vis. Only problem is - when I switch the game to fullscreen I get "D3DERR

SharpDX vs SlimDX for game development? [closed]

耗尽温柔 提交于 2019-12-04 00:09:43
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 7 years ago . Which one of these offers the best API for game development? Which library is easier to use, faster, has more documentation? Both projects support nearly the entire DirectX libraries (though SlimDX does support a bit more in the DirectX