Geeks With Blogs
Bob Taco Industries Blogging Division directx Posts about or related to DirectX programming, most likely about Metro style DirectX programming (D3D11, D2D, DWrite, XAudio2, XInput, etc).
Remote Graphics Diagnostics with Windows RT 8.1 and Visual Studio 2013
This blog post is a brief follow up to my What’s New in Graphics and Game Development in Visual Studio 2013 post on the MVP Award blog. While writing that post I was testing out various features to try to make sure everything worked as expected. I had some trouble getting Remote Graphics Diagnostics (a/k/a remote graphics debugging) working on my first generation Surface RT (upgraded to Windows RT 8.1). It was more strange since I could use remote debugging when doing CPU debugging; it was just graphics ......

Posted On Tuesday, November 12, 2013 11:50 AM

Version 1.1 of the Windows Store DirectX Game Template is out!
Just a few minutes ago I uploaded version 1.1 of the Windows Store DirectX Game Template (WSDXGT) to the Visual Studio Gallery. If you already have it installed, it should show up as an update the next time you restart Visual Studio 2012 unless you’ve disabled update notifications (if it doesn’t show up but should, let me know; I forgot to keep a copy of VS 2012 with the 1.0 installed so I couldn’t test that myself this time). This release is just a simple addition of several classes that make XAML ......

Posted On Saturday, April 6, 2013 8:54 PM

Windows Store DirectX Game Template on the Visual Studio Gallery
I’ve at last finished converting the Windows Store DirectX C++ Sample Base (aka BaseWin8Direct3DApp) into a proper project template. Or, in this case, a multi-project project template. I then packaged that up into a VSIX file which I’ve posted to the Visual Studio Gallery as the Windows Store DirectX Game Template. Once installed (and yes, it works just fine with the free Visual Studio 2012 Express for Windows 8), you can create new projects based off of it to your hearts content. See the Getting ......

Posted On Thursday, March 28, 2013 11:41 PM

Windows Store C++ DirectX Bloom Sample released (and other samples updated)
At long last, I’ve finished the Bloom sample. You can get it here: http://www.bobtacoindustrie... It is a near replica of the XNA Bloom sample written in C++ using DirectXTK and my Windows Store DirectX C++ Sample base. It’s large (almost 15 MB) due to the TGA texture files that the tank model uses. This release includes the version of DirectXTK released February 22, 2013. As always, any questions, comments, suggestions, and bug reports are welcome and ......

Posted On Wednesday, February 27, 2013 12:58 AM

Pixel Perfect Collision Sample - Improved!
One part I wasn’t quite satisfied with in the original pixel perfect collision sample was the need to render the image in order to extract its data. Shawn Hargreaves suggested that I skip the middle man (at least for a few common formats), copy the data directly from the texture and perform CPU-side conversion to eliminate the render step and avoid spinning up the GPU rendering pipeline. I thought that was an excellent idea, so that’s what I’ve done. (Shawn just provided the idea; if the code has ......

Posted On Wednesday, February 20, 2013 12:36 AM

C++ Pixel Perfect Collision Detection Sample (and Base Sample updated!)
One of the more popular series of samples for XNA was the collision detection series. Especially the 2D pixel perfect collision and transformed pixel perfect collision. So as my first sample, I’ve replicated them. But since I don’t want to maintain more samples than I need to, they are all in a single sample. Everything is heavily commented and power just went out here for some reason but I’m happy to respond to questions about the sample, so feel free to ask away in the comments and I’ll get to ......

Posted On Thursday, February 14, 2013 6:21 PM

Windows Store DirectX C++ Sample Base
I’ve been working on this on and off for over a year now (having essentially restarted entirely in the latter half of 2012). At last it is finished. I give you a Windows Store DirectX C++ Sample Base. It’s something you could build a game on top of. It’s something you could build a sample on top of. It passes WACK testing (or did until I reverted to the default icons anyway) and runs properly on my Surface RT as well as my other x64-based computers. It handles rotation. Lets you choose a fixed back ......

Posted On Thursday, January 31, 2013 11:14 AM

Defaulting the HLSL Vertex and Pixel Shader Levels to Feature Level 9_1 in VS 2012
I love Visual Studio 2012. But this is not a post about that. This is a post about tweaking one particular parameter that I’ve found a bit annoying. Disclaimer: You will be modifying important MSBuild files. If you screw up you will break your build tools. And maybe your computer will catch fire. I’m not responsible. No warranties or guaranties of any sort. This info is provided “as is”. By default, if you add a new vertex shader or pixel shader item to a project, it will be set to build with shader ......

Posted On Friday, September 7, 2012 5:49 PM

Getting started with Metro style DirectX
A little more than three months ago, Microsoft hosted the //build/ conference at which they unveiled the upcoming version of Windows (commonly called Windows 8, though I don’t know if the marketing folks have accepted the fact that that is the name most of us are expecting for it yet). They released to the developer world a build of it called the Windows Developer Preview (and Windows Server Developer Preview) along with various tools for creating the new “Metro style” apps. I wasn’t able to make ......

Posted On Saturday, December 31, 2011 4:06 AM

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