WebMay 1, 2024 · D3D11 ERROR: ID3D11Device::CreateTexture2D1: D3D11_RESOURCE_MISC_GDI_COMPATIBLE requires a B8G8R8A8 format. [ STATE_CREATION ERROR #103: CREATETEXTURE2D_INVALIDMISCFLAGS] So your problem is very simple and easy to fix: Change dxgi_format to … WebHello D3D11. In this chapter, we'll introduce you to the basics of using D3D11; how to create a ID3D11Device and how to use it to show something in our window. In the last chapter we set up a basic implementation for an application with a window through GLFW. The implementation for Main.cpp and Application.cpp won't be shown here anymore.
d3d11 backend for the Render API #5979 - Github
WebFeb 20, 2015 · if D3D is still holding a reference to an object internally The latter may mean that you are holding a reference to an interface which itself, internally, holds a reference to the swap chain. To get an ID3D11Debug interface, use QueryInterface on your device object using the IID_ID3D11Debug ID. Web// DeviceResources.cpp - A wrapper for the Direct3D 11 device and swapchain // (requires DirectX 11.1 Runtime) // # include "pch.h" # include "DeviceResources.h" using … irby mobile al
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WebOct 23, 2024 · You must always create a single-sample swapchain, then create your own MSAA render target which you explicitly resolve to the swapchain buffer. If you were using DXGI debugging you'd have gotten more information at the failure point. Frank's code probably worked on a Windows 10 preview, but it shouldn't work now. – Chuck Walbourn WebDec 3, 2014 · This code is for creating the swap chain with DirectX 11 or later version of the interfaces, and this pattern is specifically designed to ensure that the DXGI factory instance you use is the one that was actually used when you created the Direct3D 11 device. WebJan 1, 2024 · We work with some of the biggest brands in global gaming, automotive, technology, and government to create environments, games, simulations, and product … order birth records