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Do I have to change any DX settings? Or do I need extra software? Sorry I should read more carefully. I am not sure why it takes so long this time. Maybe someone from Microsoft can tell you the reason. However, there was a major change in hardware on the MSDN site that I didn't know about, which resulted in a several-day delay of getting the DirectX Developer Center updated.

This program needs to use the Direct3D 10 reference device. This device implements the entire Direct3D 10 feature set, but runs very slowly. Do you wish to continue? Can someone tell me why does it do that? Simple really - there's no publicly available Direct3D 10 compatable hardware yet.

Start saving up now. No idea to be honest You can stream D3D frames either to disk or directly to a movie, so you write your code and leave it to render overnight Get to the back of the queue. Which operation system do you use?

DrawAuto Draw geometry of an unknown size. DrawIndexed Draw indexed, non-instanced primitives. DrawIndexedInstanced Draw indexed, instanced primitives.

DrawInstanced Draw non-indexed, instanced primitives. DSGetSamplers Get an array of sampler state interfaces from the domain-shader stage. DSGetShader Get the domain shader currently set on the device. DSSetSamplers Set an array of sampler states to the domain-shader stage. DSSetShader Set a domain shader to the device. End Mark the end of a series of commands. EndEvent Marks the end of a section of event code. EndEvent Allows applications to annotate the end of a range of graphics commands.

Enter Enter a device's critical section. ExecuteCommandList Queues commands from a command list onto a device. FinishCommandList Create a command list and record graphics commands into it.

Flush Sends queued-up commands in the command buffer to the graphics processing unit GPU. Flush1 Sends queued-up commands in the command buffer to the graphics processing unit GPU , with a specified context type and an optional event handle to create an event query.

GenerateMips Generates mipmaps for the given shader resource. GetBitwiseInstructionCount Gets the number of bitwise instructions. GetBreakOnCategory Get a message category to break on when a message with that category passes through the storage filter. GetBreakOnID Get a message identifier to break on when a message with that identifier passes through the storage filter. GetBreakOnSeverity Get a message severity level to break on when a message with that severity level passes through the storage filter.

GetBufferPointer Gets a pointer to the data. GetBufferSize Gets the size. GetCompletedValue Gets the current value of the fence. GetContextFlags Gets the initialization flags associated with the deferred context that created the command list.

GetContextFlags Gets the initialization flags associated with the current deferred context. GetConversionInstructionCount Gets the number of conversion instructions. GetDesc Gets the description for blending state that you used to create the blend-state object.

GetDesc Get the properties of a buffer resource. GetDesc Get a counter description. GetDesc Gets the description for depth-stencil state that you used to create the depth-stencil-state object. GetDesc Get the depth-stencil view. GetDesc Get a query description. GetDesc Gets the description for rasterizer state that you used to create the rasterizer-state object. GetDesc Get the properties of a render target view. GetDesc Gets the description for sampler state that you used to create the sampler-state object.

GetDesc Get the shader resource view's description. GetDesc Get the properties of the texture resource. GetDesc Get a description of the resource. GetDesc Fills the parameter descriptor structure for the function's parameter. GetDesc Fills the function descriptor structure for the function.

GetDesc Fills the library descriptor structure for the library reflection. GetDesc Get a shader description. GetDesc Get a constant-buffer description. GetDesc Get the description of a shader-reflection-variable type. GetDesc Get a shader-variable description.

GetDesc1 Gets the description for blending state that you used to create the blend-state object. GetDesc1 Gets the description for rasterizer state that you used to create the rasterizer-state object. GetDesc1 Gets a query description. GetDesc1 Gets the properties of a render-target view. GetDesc1 Gets the shader-resource view's description. GetDesc1 Gets the properties of the texture resource.

GetDesc1 Gets a description of the resource. GetDesc2 Gets the description for rasterizer state that you used to create the rasterizer-state object. GetDevice Get a pointer to the device that created this interface. GetDeviceRemovedReason Get the reason why the device was removed. GetEvictionPriority Get the eviction priority of a resource. GetExceptionMode Get the exception-mode flags.

GetFeatureLevel Gets the feature level of the hardware device. GetFeatureMask Get a bitfield of flags that indicates which debug features are on or off. GetForwardScale Gets the scale for forward transforms. GetFunctionByIndex Gets the function reflector. GetFunctionParameter Gets the function parameter reflector. GetHardwareProtectionState Gets whether hardware protection is enabled.

GetImmediateContext Gets an immediate context, which can play back command lists. GetImmediateContext1 Gets an immediate context, which can play back command lists. GetImmediateContext2 Gets an immediate context, which can play back command lists. GetImmediateContext3 Gets an immediate context, which can play back command lists. GetInitialRegisterContents Retrieves the initial contents of the specified input register.

GetInputParameterDesc Get an input-parameter description for a shader. GetInterfaceByIndex Get an interface by index. GetInterfaceSlot Gets the corresponding interface slot for a variable that represents an interface pointer. GetInverseScale Get the scale for inverse transforms. GetLastError Gets the error from the last function call of the function-linking-graph.

GetMemberTypeName Get a shader-reflection-variable type. GetMessage Get a message from the message queue. GetMessageCountLimit Get the maximum number of messages that can be added to the message queue. GetMinFeatureLevel Gets the minimum feature level. GetMultithreadProtected Find out if multithread protection is turned on or not. GetMuteDebugOutput Get a boolean that turns the debug output on or off.

GetNumInterfaces Gets the number of interfaces. GetNumInterfaceSlots Gets the number of interface slots in a shader. GetNumStoredMessages Get the number of messages currently stored in the message queue. GetOutputParameterDesc Get an output-parameter description for a shader. GetPredication Get the rendering predicate state. GetPrivateData Get application-defined data from a device.

GetPrivateData Get application-defined data from a device child. GetReadRegister Retrieves information about a register that was read by a step in the trace.

GetRequiresFlags Gets a group of flags that indicates the requirements of a shader. GetResource Get the resource that is accessed through this view. GetResourceBindingDesc Gets a description of how a resource is bound to a function. GetResourceBindingDesc Get a description of how a resource is bound to a shader. GetResourceTiling Gets info about how a tiled resource is broken into tiles.

GetRetrievalFilter Get the retrieval filter at the top of the retrieval-filter stack. GetStatus Determines whether the calling application is running under a Microsoft Direct3D profiling tool. GetStep Retrieves information about the specified step in the trace. GetStorageFilter Get the storage filter at the top of the storage-filter stack. GetSubType Gets the base class of a class. GetTraceStats Returns statistics about the trace.

GetType Gets the type of device context. GetType Get the type of the resource. GetType Get a shader-variable type. GetVariableByIndex Get a shader-reflection variable by index. GetVariableByName Gets a variable by name. GetVariableByName Get a shader-reflection variable by name.

GetWrittenRegister Retrieves information about a register that was written by a step in the trace. GSGetSamplers Get an array of sampler state interfaces from the geometry shader pipeline stage. GSGetShader Get the geometry shader currently set on the device. GSSetSamplers Set an array of sampler states to the geometry shader pipeline stage.

GSSetShader Set a geometry shader to the device. HSGetSamplers Get an array of sampler state interfaces from the hull-shader stage. HSGetShader Get the hull shader currently set on the device. HSSetSamplers Set an array of sampler states to the hull-shader stage. HSSetShader Set a hull shader to the device.

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View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation You can't chat with this user due to their or your privacy settings. You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted December 11, I cannot believe how good and how much better this game looks when it is played with a 3Dfx card.

I made the mistake of selling that card for a hundred bucks before I finished this game and now I have not touched the game since because I can't get past how ugly it looks now. EternityofNight EternityofNight Sorry, data for given user is currently unavailable. Posted February 22, I ran the game with the glide wrapper, but having read all this information, I edited the config so that it now runs in direct 3D. The Direct 3D rendering is much nicer, due to the better quality of the light halos.

I use an Nvidia card, as such I went into the NVidia control panel and set up anti aliasing for this game, there are no jagged edges as a result. It is similar to games like Blood or Realms of the Haunting, but the unreal engine makes it far more satisfying to play through, due to the variety and solid feel to the combat in the game. In particular, the boss fights have been extremely memorable and satisfying.

One of the most impressive parts of this game is the design and feel of the levels. The textures are not hi - res, but they are very well done and everything looks amazing, due to the time and skill that was obviously lavished on making it perfect. The mansion interior is perfectly gloomy and really captures the imagination. Posted March 13, Remmke Remmke Sorry, data for given user is currently unavailable. Posted March 20,



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