Slim Dx Version 4.0 13.43 -

context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip; context.InputAssembler.SetVertexBuffers(0, new[] { new VertexBufferBinding(_device, sprite, 0) });

context.InputAssembler.InputLayout = InputLayout.FromDescription(_device, typeof(Vertex), new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0) }); slim dx version 4.0 13.43

class Program { private static Device _device; private static SwapChain _swapChain; private static Texture2D _texture; private static ShaderResourceView _textureView; context

Slim DX version 4.0!

// Main loop while (true) { // Clear the screen var renderTarget = _swapChain.GetBuffer<Texture2D>(0); var context = _device.ImmediateContext; context.ClearRenderTargetView(renderTarget, Color.CornflowerBlue); new[] { new VertexBufferBinding(_device

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