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Wanted to follow up with some updates that others may find of interest.
On the subject of “de-saturating” my pixel shader color/lighting calculations/accumulations, I did encounter one nasty little bug that presented itself in non-obvious ways, and this dealt specifically with alpha. The short of it…
Don't mean to necro this thread, but wanted to update with another subtle gotcha that may be of interest to those doing a similar upgrade. I've been working on migrating to HDR rendering, and have thusly implemented such (float render target, color grading, tonemapping, etc.). This all …
When it comes to switching fullscreen/windowd, changing buffercount/ backbuffer format and changing dimensions, you can get away with a swapchain→ResizeBuffers call.
I have solved this.
Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.