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An Easy Way To Fix DirectX 11 Texture Handling Issues

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    Even though the texture is different, most modern drivers support it. Drivers dealing with texture mapping must respond to each of the texture-related opcodes in Microsoft Direct3D DDI. See D3DHAL_DP2OPERATION.

    for more guidance on texture-related opcodes.
    directx 11 texture management

    Drivers should also validate the actual scene states using the D3dValidateTextureStageState.

    callback

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    Are You Looking For All The Answers? Go Through A Few Questions Tagged C++ Directx11 Textures.

    Does the Direct3D 11 runtime support the maximum resource size?

    However, Direct3D 11’s lessons only guarantee that allocations within the global maximum resource size will be supported on all feature level 11 hardware. If an application attempts to allocate a skill for a resource within the optimal resource size, execution will only fail if the operational method has run out of resources.

    Yes, it’s generally acceptable to just keep your ID3D11ShaderResourceView. Note that you can call your own GetResource() method to get the underlying ID3D11Texture2D object if you need it for some reason.

    What you’re doing now is suitable for a little game and hobby development. Finally, there are a few updates that your entire family should consider:

  • Create various textures used in a level or game section by preloading them all rather than touching them during gameplay; Even if your game is turn-based, having no texture breaks for stress will be the best personal experience.
  • Also, you can load texturess to some background thread so that your extended rendering thread doesn’t get stuck. The D3D11 device is automatically multithreaded, amazing, you can create d3d related objects with other threads without any problem. This requires some communication between threads to make sure you don’t try to change the texture before it’s fully loaded. Far
  • Compression generally consists of two different concepts: storing the actual texture data in a GPU compatible format, and putting all the textures in one file to greatly reduce disk lookups. Regarding compression, consider converting your projects to .dds format and using DXT compression, which is native and also supported by GPUs (JPEG is not supported). The .dds format also helps save mipmaps so you don’t have to regenerate mipmaps every time you load a texture.

    directx 11 texture management

    For merging into a single file that you link to, you can use ZIP files as a very easy way to combine elements. Probably the easiest way would be toNarrowing the entire .nada file into memory at once is the fastest way to do I/O. Then, with all the file storage, you can unpack individual textures as needed (or just unpack all at once). There are a large number of zip file libraries that can handle the details easily, so you can find articles/guides on this approach online.

  • replied 26 Apr 14 only at 2:26

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    Directx 11 텍스처 관리
    Zarzadzanie Teksturami Directx 11
    Directx 11 Texturverwaltung
    Directx 11 Texturhantering
    Directx 11 Gestione Delle Texture
    Directx 11 Textuurbeheer
    Manejo De Texturas Directx 11
    Gestion Des Textures Directx 11
    Upravlenie Teksturami Directx 11
    Gerenciamento De Textura Directx 11