Tag Archives: directx11

Minimal setup screen space quads: No buffers/layouts required

A neat trick that Rory Driscoll  mentioned on Twitter is to use vertex IDs to generate screen space quads. I just recently came around to use that in my stuff, so here’s some ready-to-use code. The advantage of using the … Continue reading

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DirectX11 hints …

Some stuff that might be useful if you’re getting started with DX11: Tesselation: If you get error X4577: Not all elements of SV_Position were written, make sure to write 4 elements positions in your domain shader. error X3502: tessfactor inputs … Continue reading

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DirectX SDK (August 2009) released

Finally the DX SDK August 2009 has been released, which contains the RTM version of DirectX 11. Moreover, it also brings back the effects framework for DX11, which was missing in the March SDK. Grab it at the Microsoft Download … Continue reading

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