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Displaying 100 Floating Cubes Using DirectX OR OpenGL...


language-agnosticopengl3ddirectx

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Direct2D: How to save content of ID2D1RenderTarget to an image file?...


directxdirect2dwicdxgi

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IDXGIFactory2::CreateSwapChainForHwnd fails...


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DirectX Device Options...


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An array of Texture3D's in DirectX?...


directxhlsl

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imgui is not rendering with a D3D9 Hook...


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Getting the Address of a function that can only be called...


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Using XAML in Holographic Space...


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DirectX:- How to copy a pointer image data to the existing D2D1Bitmap?...


xamluwpdirectxdirect2d

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How do you draw text in DirectX 11?...


c++directxdirectx-11

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Render environment in DirectX...


c#directx

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Capture screen using DirectX...


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What is the smallest type that can be used for a render texture in a compute shader...


unity-game-engineopengldirectxcompute-shader

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SharpDx Save Bitmap to File...


c#directxsharpdx

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Current best practice for compiling pixel shaders in WPF?...


wpfdirectxshaderhlsl

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How does the centripetal Catmull–Rom spline work?...


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Graphedit generates MP4 file with very large size...


visual-c++directxmp4video-capturegraphedit

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What is the major difference between dx11 and dx12 in development?...


directxdirectx-11directx-12

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Does ID3D11DeviceContext::DrawIndexed() have UB if I use 16 bit Indices with an Offset?...


directxdirectx-11direct3ddirect3d11

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C# Matrix4x4 equivalent of DirectX::XMMatrixPerspectiveLH...


c#c++directxdirectxmath

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D3D12 CreateHeap alignment, Does MSDN use 1024 or 1000 for its definition of KB...


visual-c++directxmsdnunits-of-measurementdirectx-12

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C++ Qualified name is not allowed in member declaration...


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Direct3D 11 and 2D: multiplication matrix-vector in HLSL does not give the correct result...


windowsdirectxdirectx-11hlsldirect3d11

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Upgrading an existing D3D9 SH3 project to SH4?...


directxhlsldirectx-9

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c# SharpDX ScaleEffect Interpolation question...


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Fading a 3D object into the background, using D3D9, SH3 & HLSL...


directxhlsldirectx-9

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Why is there no DirectX API for Linux?...


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what is multisample per pixel in directx11 DXGI_SAMPLE_DECS...


c++directxdxgi

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dx12) It takes too long to compile Shader...


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DirectX 11 render BGRA32 Frame...


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