Chuck Walbourn

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OK, so I double-checked and there are some known issues with the reporting on UWP on Xbox One. It's supposed to be reporting support for **Feature Level 11.0** and **Shader...

The implementation of ``XMMatrixOrthographicRH`` uses: ``` float fRange = 1.0f / (NearZ - FarZ); M.m[2][2] = fRange; M.m[3][2] = fRange * NearZ; ``` The implementation of ``XMMatrixOrthographicLH`` uses: ``` float...

Legacy D3DXMath used for ``D3DXMatrixOrthoRH``: ``` pOut->_33 = 1.0f / (zn - zf); pOut->_43 = pOut->_33 * zn; ``` for ``D3DXMatrixOrthoLH``: ``` pOut->_33 = 1.0f / (zf - zn); pOut->_43...

Fixed https://github.com/microsoft/DirectXMath/commit/0fc79cd30994230b4d59ed0397247be23bfa7602

I've filled in an overview of the relevant functions, but they are still not actually 'tutorials'.

While this could be done with a custom shader, the problem is the lack of input constant data through ``SpriteBatch`` since the primary value of this would be to be...

Note that with Windows 11, Version 22H2 or with the latest XAudio2Redist 1.2.9, you can automatically use "Spatial Audio" via the "Virtual Surround Sound" (VSS) feature on Windows 10 (Fall...

D3DX's Mesh Intersect performed the following test. - Perform a ray-hit test against the bounding box of the mesh. If it missed, no hits. If it hit, further processing. -...

Could support by adding a 'flags' option to Model::CreateFrom\* to include collision data in the form of two simple `std::vector` arrays in ModelMesh.

I'll keep this issue open as a feature request. Looking at the D3DX source it's a few thousand lines of code, so it's a bit complicated.