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I have been trying to figure out how to change the output of my swap chain. I tried recreating my swap chain, but I am getting an error from my IDXGIFactory2:

DXGI ERROR: IDXGIFactory::CreateSwapChain: Only one flip model swap chain can be associate with an HWND, IWindow, or composition surface at a…
3,292 views
hanna8
February 12, 2024 10:45 AM
Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development

Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…

9,402 views
Issue with HLSL function parameter

@Juliean Wow. I could not notice the fact that I defined light as float. lol. I remember that I declared light as float3 definitely but it was not. It works well now. Thanks for your help, you saved my days !

4,258 views
TitaniumGL

kloena said:
Interesting… good work.

Thankyou. 

6,730 views
mfilion
July 09, 2020 07:40 PM
Deep dive into OpenGL over DirectX layering

Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.

https://www.collabora.com/news-and-blog/bl…

8,242 views
mfilion
March 24, 2020 03:35 PM
Introducing OpenCL and OpenGL on DirectX

Today, Collabora is excited to announce a partnership with Microsoft to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project's Gallium layer.

htt…

7,015 views
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