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DirectX bindings
Nov 03, 2013
evilrat
Nov 03, 2013
ponce
Nov 03, 2013
evilrat
Nov 06, 2013
evilrat
Nov 06, 2013
Mike Parker
Nov 06, 2013
evilrat
Nov 06, 2013
Dicebot
Nov 06, 2013
evilrat
Nov 07, 2013
evilrat
Nov 08, 2013
Andrej Mitrovic
Nov 08, 2013
evilrat
Nov 08, 2013
Andrej Mitrovic
Nov 11, 2013
evilrat
Nov 08, 2013
ponce
Nov 08, 2013
Andrej Mitrovic
Nov 08, 2013
Andrej Mitrovic
Nov 08, 2013
liyu
Nov 08, 2013
evilrat
Feb 03, 2014
evilrat
Feb 03, 2014
Benjamin Thaut
May 19, 2014
evilrat
May 24, 2014
evilrat
May 27, 2014
evilrat
May 29, 2014
Adam Wilson
Jan 24, 2015
Andrej Mitrovic
Jan 26, 2015
evilrat
Dec 18, 2016
evilrat
Jun 22, 2017
evilrat
Jun 22, 2017
Igor Shirkalin
Jun 23, 2017
Sönke Ludwig
Jun 23, 2017
John Burton
Jun 23, 2017
evilrat
Jun 23, 2017
John Burton
Jun 24, 2017
evilrat
November 03, 2013
Greetings,
many of you may notice lack of (up-to-date and working) DirectX bindings, one may also seen my activity on d.learn sub forum. so let me announce yet another bindings for DirectX which one may fork right now from github!

https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and missing some stuff. current version is June 2010 SDK, but i update it(to win8 sdk version) once i had win8 machine(i'm still don't have a PC at home).

also, there is no d3d9 and d3d10 stuff as i consider it outdated now, but i would appreciate pull requests for them anyway :)
November 03, 2013
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
> Greetings,
> many of you may notice lack of (up-to-date and working) DirectX bindings, one may also seen my activity on d.learn sub forum. so let me announce yet another bindings for DirectX which one may fork right now from github!
>
> https://github.com/evilrat666/directx-d
>
> please be careful though, as it is only in alpha stage and missing some stuff. current version is June 2010 SDK, but i update it(to win8 sdk version) once i had win8 machine(i'm still don't have a PC at home).
>
> also, there is no d3d9 and d3d10 stuff as i consider it outdated now, but i would appreciate pull requests for them anyway :)

Hi,

Good work.
While porting header to D you can use:

  alias int _D3D_SHADER_INPUT_FLAGS
  enum : _D3D_SHADER_INPUT_FLAGS
  {
      D3D_SIF_USERPACKED        = 1,
      // others...
  }

instead of:

  enum _D3D_SHADER_INPUT_FLAGS
  {
      D3D_SIF_USERPACKED        = 1,
      // others...
  }

That way using the enum won't force to use a namespace.
November 03, 2013
On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote:
>
> Hi,
>
> Good work.
> While porting header to D you can use:
>
>   alias int _D3D_SHADER_INPUT_FLAGS
>   enum : _D3D_SHADER_INPUT_FLAGS
>   {
>       D3D_SIF_USERPACKED        = 1,
>       // others...
>   }
>
> instead of:
>
>   enum _D3D_SHADER_INPUT_FLAGS
>   {
>       D3D_SIF_USERPACKED        = 1,
>       // others...
>   }
>
> That way using the enum won't force to use a namespace.

thanks for notice, i'll need to try it first on something bigger than simple example first.

most likely i had been doing this by default if i were work with real C++ DirectX projects, unfortunately i only used OpenGL until now :(
November 06, 2013
i have added dub package to this bindings, need testing. i don't have an idea how it works since dub lacks documentation.
November 06, 2013
On 11/6/2013 6:29 PM, evilrat wrote:
> i have added dub package to this bindings, need testing. i don't have an
> idea how it works since dub lacks documentation.

http://code.dlang.org/about
http://code.dlang.org/package-format
November 06, 2013
On Wednesday, 6 November 2013 at 14:25:46 UTC, Mike Parker wrote:
> On 11/6/2013 6:29 PM, evilrat wrote:
>> i have added dub package to this bindings, need testing. i don't have an
>> idea how it works since dub lacks documentation.
>
> http://code.dlang.org/about
> http://code.dlang.org/package-format

i know about this, i mean there is no such info like dub .lib search paths for testing - i don't want to modify sc.ini every time. there was some other things too, but i can't remember anything else atm.

also if you look at my repo u can see it has examples subfolder, should i put package.json there too or it would be simpler to add custom build script for building all this examples?
November 06, 2013
On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
> also if you look at my repo u can see it has examples subfolder, should i put package.json there too or it would be simpler to add custom build script for building all this examples?

I think former is expected as it is how Sonke (dub author) does it for vibe.d : https://github.com/rejectedsoftware/vibe.d/tree/master/examples
November 06, 2013
On Wednesday, 6 November 2013 at 14:44:59 UTC, Dicebot wrote:
> On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
>> also if you look at my repo u can see it has examples subfolder, should i put package.json there too or it would be simpler to add custom build script for building all this examples?
>
> I think former is expected as it is how Sonke (dub author) does it for vibe.d : https://github.com/rejectedsoftware/vibe.d/tree/master/examples

ah ok, thats fine, thanks.
November 07, 2013
i have finished dub transition, git repo should pop up on dub registry soon.
November 08, 2013
On 11/3/13, evilrat <evilrat666@gmail.com> wrote:
> https://github.com/evilrat666/directx-d

Nice!

I tried porting one of the samples from the SDK but it uses D3DX11CompileFromFile which is missing in the bindings.

MSDN says they recommend not using it (well.. why are they using it in
the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)
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