Tuesday, May 17, 2016

Day 2: Much Is To Be Done Before Pictures

Most certainly. Today was definitely a day for program setup over actual payoff.

Why does this take longer than OpenGL? The amount of setup for the various objects in DirectX 11 is staggering and terrifying.

There's the device, the device context, the swap chain used for buffer swapping to display to the screen, the render target view (think framebuffer from OpenGL), the depth-stencil buffer(combined, unlike the OpenGL version) and various blend and depth-stencil states for things such as enable/disabling blending and depth. These are in a series of pointer structures with horrifyingly long names and setup code, so it may take a couple of days for full setup.

As for input, I was advised to stick with XInput, but I can't help that XInput doesn't really support mouse movement. Since my project is focusing on something other than input and the class is decoupled enough from the actual project, I can look into it later as necessary.

Until then, it's time to type an incredibly long initialization function...

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