.NET 3.5 SP1 is here! It's time to break out your DirectX skills. This article provides the information necessary to get started using a new DirectX interop feature in WPF called D3DImage.
.NET 3.5 SP1 is here! It's time to break out your DirectX skills. This article provides the information necessary to get started using a new DirectX interop feature in WPF called D3DImage.
Normal maps are used for realtime 3D rendering (mostly in games) to improve the visual quality, but compressing them makes the 3D content look ugly, this tool helps to fix that problem.
This brief article describes how to use managed Direct3D to render texture bitmaps with alpha channels and transparency key colours onto vertices in C# with the aid of a MatrixStack.
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
Descriptors and descriptor heaps are key components of a new resource binding paradigm introduced in Direct3D12. This article describes an efficient system for managing descriptor heaps.
The Murl Engine is a fresh and free solution for cross-platform development. It is focused on games and multimedia applications and is currently supporting Android, iOS, Windows, OS X and Linux* platforms.
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX 11, we present a port of the same algorithm adapted for Android devices that support OpenGL ES 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL extension.
This article describes several strategies to update GPU resources in Diligent Engine (a modern low-level graphic library) as well as important internal details and performance implications related to each method.
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
Here I am presenting you how can you paste date time in photo. This article will be helpful to those devs who want to add CamaraCaptureUI in their apps.
The current generation of Intel® graphics hardware extends Intel’s leadership in enabling innovation across the industry, including being fully ready for DirectX 12 and driving the adoption of advanced features by next-generation games.
Terrain Rendering is a game technology code sample that demonstrates how to render large-scale terrains in real time by efficiently distributing the tasks between the CPU and the GPU. This article provides an overview of the terrain-rendering application and includes a link to the free code.
In this article, we will introduce the components of INDE and show how developers can use them to create new applications and optimize existing applications. To start with Intel® INDE provides support for IDE integration.
This tutorial demonstrates how to share surfaces between OpenCL™ and DirectX 11 with Intel ® Processor Graphics on Microsoft Windows, using the surface sharing extension in OpenCL.
As users are migrating from traditional desktops to mobile devices, transitioning your Windows application to the web is the next step to increasing your exposure. Thinfinity VirtualUI delivers your Windows applications to users on any device, anywhere.
This "Space Invaders"-like game was originally writen in DirectX 6, but I've changed some things so that you can use it with the latest version of the DirecX SDK. It uses just the Windows API and DirectX library (no MFC here). Have fun!
The article shows how to embed a XNA-based game into a WinForms control with ease. Also, it explains how to integrate an XNA GS project into VS2008 (this IDE is not currently supported by XNA GS), and in turn, to be able to use WPF with your XNA-based creation.
This article describes the process of storing the audio data of a movie file (.mpeg, .mpg, .avi and .dat) on the hard disk in a WAV file using DirectShow filters.
SurfaceImageSource Manager is a C++ WinRT component making it easy to produce ready-to-use SurfaceImageSource instances, and then use DirectX or Direct2D to define their aspect in C# Metro applications.
A generic source filter which exposes an interface for pushing downstream RGB samples of predefined size and frame rate, and can be used for any custom frame input scenario.
This is an introductory example of how to create a simple application using the DirectDraw library to produce some animation in fullscreen mode. It requires DirectX SDK 7 or greater to run.
In this article, I would explain the steps to create a simple WPF application that can read out text for you; using .NET framework's Speech API and Installed voices.
An android that plays the Guitar Hero game. A DirectX DirectShow filters the video feed from the PlayStation2, detects where, when and how to play and moves the fingers accordingly.
This article describes how to dynamically mix two video files (.mpeg, .mpg, .avi and .dat). Mixing involves alpha-blending and stretching/shrinking and positioning of the two video streams, individually, using DirectShow's VMR9 filter.
This article shows how we can present a 3D scene and, perform common operations (zoom, rotate, move, zoom to specific region, adjust the camera to view the whole of the scene, and pick a 3D shape on a specific region on the rendered surface) on it, using Managed DirectX.
This article show the creation of a simple HitChecking class that allow you to check the if an object in the plane has been hit. It uses the GDI API, implementing some of the region functions.
This article shows how to work with MPEG2 capture devices such as Preview, Record. Works with all video renderers. Grab picture and configure MPEG2 Demux.
This is an introductory example of how to create a simple application using the DirectDraw library to produce some animation in fullscreen mode. It requires DirectX SDK 7 or greater to run.
In this article, I would explain the steps to create a simple WPF application that can read out text for you; using .NET framework's Speech API and Installed voices.
An android that plays the Guitar Hero game. A DirectX DirectShow filters the video feed from the PlayStation2, detects where, when and how to play and moves the fingers accordingly.