![]() ![]() SolidWorks Real Performance) is running, during Windows startup or shutdown, or rarely during Windows install process.
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![]() IPhone 12 Pro Max, iPhone 13 Pro Max: 1284x2778 IPhone Xs Max, iPhone 11 Pro Max: 1242x2688 IPhone X, iPhone Xs, iPhone 11 Pro: 1125x2436 IPhone 6 plus, iPhone 6s plus, iPhone 7 plus, iPhone 8 plus: 1242x2208 IPhone 6, iPhone 6s, iPhone 7, iPhone 8: 750x1334 IPhone 5, iPhone 5s, iPhone 5c, iPhone SE: 640x1136 IPhone: iPhone 2G, iPhone 3G, iPhone 3GS: 320x480 They are very social, loyal, active on social media, and make new friends easily.MacBook Pro 13.3" Retina, MacBook Air 13" Retina, MacBook Air 13.3"(2020, M1): 2560x1600 Dual monitor: ![]() They also like to try new and cool things and aren't afraid to take risks. VSCO Preppies act "Swaggy, cool, energetic, silly, kind, etc." Shows and movies that are well-liked among preppies include Miraculous Ladybug & Cat Noir, The Baby-Sitters Club, Pitch Perfect, Mamma Mia, Legally Blonde and The Parent Trap. They tend to go on social media often as well as watch a lot of Netflix. Preppies like to meet new people and make new friends, and enjoy traveling to beachy places such as San Francisco, Boston, NYC, Hawaii, etc, and going to festivals/other big events. They also like playing sports and staying active by doing things like dance/gymnastics, tennis, and swimming. The summer is the best time for them as their favorite activities are during this season. They also go shopping with their friends and love to go to luxury stores. They love to hang out with their best friends at the beach, lake, pool, etc. Sweater Weather by The Neighborhood Activities
![]() We now have a window to render to! You may have noticed I am not explaining what a HINSTANCE is or what the show_cmd is used for. HWND InitWindow ( const char * name, HINSTANCE inst, int show_cmd, int width, int height, bool fullscreen ) But I won’t include the namespaces in the snippets to reduce the size. As I said before I will wrap all my code in the namespace tut. Now lets create two files named game.cpp and game.h, create a WinMain entry point and include game.h in game.cpp. I won’t be using precompiled headers in my examples but its completely up to you if you want to enable them. To select the correct Windows10 SDK you can right click on your solution and click “Retarget solution” or you can go to the properties page of your project and open Configuration Properties > General and change the Target Platform Solution\ If I am wrong good luck getting the Windows10 SDK to work with any compiler other than MSVC. I will assume you will want to use Visual Studio. The History of DirectX Creating the project From here on out I’ll stop calling Direct3D DirectX. ![]() I will only talk about Direct3D12 (D3D12) which is the rendering part of the collection. Introduction Choosing The Right API What DirectX Isn’tĭirectX isn’t a graphics API. However if you do get confused or want to test something the code examples can be a great help.Īs mentioned in the preface: at the end of the book you can find a list of keywords with either a page and line number to the explanation or a link to a external source if I felt like the keyword was outside of the scope of this paper. It is possible to follow this book without the acompanieing code without any issues. The snippets and examples accompanying this article work with version 3.795 or later of the Windows10 SDK which can be downloaded here. If you want to compile the snippets you will need the Windows 10 SDK. If you want to run the code snippets and examples you will need a computer which supports DirectX 12 (feature level 11.0) and Windows 10. The functions and objects that are abstracted will be contained in a namespace called “tut” with the number of the pargraph where the code was explained and written without abstraction. The code examples for these chapters abstract previously explained features. The second part (Chapters …) discuss and implement specific rendering techniques or features. Because these chapters will explain concepts that keep reocuring their is little abstraction in the code examples. It is recommended you follow the parapgaphs in order during your first reading. The first part (Chapters 1 to 4) are used to introduce you to DirectX and teach you the main building blocks for most applications. You can contact me by e-mail at I’m also open to pull requests on the examples gitlab page. I welcome comments on this paper, wether criticisms of the examples, writting, references and issues I’ve missed, or rendering techniques I should have included. I hope you will find yourself referring to it again and again. This paper isn’t nessessarily meant to be read only once. I didn’t understand everything when I was writing this paper and was continuesly researching questions that popped up. The code examples make heavy use of the standard library and modern C features.Īs a word of warning and encouragment: Don’t worry if you don’t understand everything on your first reading. I hope this complexity will actually make the parts of the code that matter easier to read. The code examples may contain some unusual language features or programming tricks. Due to the structure of the example code it should be easy to refer back to previously explained subjects. This paper is structured in such a way it is possible to skip the basic principles of D3D12 and skip to specific rendering techniques. Whenever I use mathmatics that I won’t be explaining I’ll reference on or more external sources you can use to learn more about the magic in question. I also won’t be covering any of the generic mathmatics used in graphics programming. All keywords are indexed at the end of the book with a reference to a explanation (either a page and line number or a external source). Not having this knowledge shouldn’t prevent you from benefitting from this paper. This books assumes you are reasonably proficient in at least the basics of graphics programming. ![]() There aree many other books that do a good job of that. This paper isn’t an introduction to graphics programming. This is not a finished document and most likely won’t be finished Table of Contents WARNING: This is a tutorial for DirectX 12 containing technical and spelling errors. ![]() ![]() You can find my detailed product comparison of all Komplete versions right here. To satisfy my own curiosity, and to help my fellow KLFs (Komplete Lovin' Fools), I spent a fair amount of time compiling the contents and release information of every Komplete bundle since the series debuted.Ĭlick image to view the Komplete product version comparison worksheet. Product Comparison of all Komplete VersionsĮvery year or two when a new Komplete release looms, music message boards light up with users asking, "If I have version X of Komplete, what would I gain by upgrading to version Y?" This hasn't always been an easy question to answer, because Native Instruments preserves very little information about older products on their site. ![]() No other single virtual instrument publisher offers quite the breadth and depth that the Komplete series has consistently delivered since that first big blue box hit store shelves. When they packed their nine best products into one giant box and dubbed it "Komplete," the message was clear: Why go anywhere else for software instruments when everything you need is right here? Today's Komplete Ultimate bundles are the soft-synth equivalent of Waves Mercury. ![]() In 2003, a seven year old Native Instruments knew what it wanted to be when it grew up: The dominant force in virtual music instruments. UPDATE (August 1, 2016): The comparison chart has now been updated for Komplete 11! ![]() Please see the new " Native Instruments Komplete Version Comparison 2.0" for the latest updates on Komplete bundles. UPDATE (May 7, 2020): I am no longer able to stay on top of this stuff, but user gNNY from the Native Instruments forum has continued my work with his own version of the database. ![]() |
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