On Saturday, 6 October 2018 at 00:02:36 UTC, Adam Wilson wrote:
So for now I definitely think the package route is a better
option.
Indeed.
But if you do end up using these bindings on DCompute please
let me know! I've made sure that all the Shader interfaces
exist, but if you find anything
On 10/3/18 10:15 PM, rikki cattermole wrote:
On 04/10/2018 5:33 PM, Nicholas Wilson wrote:
On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole wrote:
On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10
1809. Also the D2D
On 04/10/2018 5:33 PM, Nicholas Wilson wrote:
On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole wrote:
On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10
1809. Also the D2D Effect Authoring SDK has been added.
GitHub
On Thursday, 4 October 2018 at 04:03:27 UTC, rikki cattermole
wrote:
On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support
Windows 10 1809. Also the D2D Effect Authoring SDK has been
added.
GitHub: https://github.com/auroragraphics/directx
DUB
On 04/10/2018 2:06 PM, Adam Wilson wrote:
The Aurora DirectX bindings have been updated to support Windows 10
1809. Also the D2D Effect Authoring SDK has been added.
GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx
Please send PR's i
The Aurora DirectX bindings have been updated to support Windows 10
1809. Also the D2D Effect Authoring SDK has been added.
GitHub: https://github.com/auroragraphics/directx
DUB: http://code.dlang.org/packages/aurora-directx
Please send PR's if you find any bugs!
--
Adam Wilso
I am happy to announce that after a prolonged hiatus the Aurora DirectX
bindings have been updated to support DirectX 12.1 and DirectX 11.4. The
project has been refactored to more closely align with the DirectX SDK
headers and the scope is significantly increased to include the D3D
Video, D2D
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev]
wrote:
Hi evilrat. That's unfortunate to hear. I would to suggest a
way forward.
What do you think about joining dlang-community [0] [1]?
That way:
* You remain an owner of your repo, so you can continue to
develop it if/when y
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev]
wrote:
On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:
[...]
Hi evilrat. That's unfortunate to hear. I would to suggest a
way forward.
What do you think about joining dlang-community [0] [1]?
That way:
* You remain a
On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX
bindings maintainer. I haven't yet decided on what to do
On Friday, 23 June 2017 at 12:39:45 UTC, evilrat wrote:
On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote:
Ah... Well thank you for your work on this up to now.
I was just looking at these bindings a few days ago,
considering if I should use C++ or D for a little hobby
graphics proj
On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote:
Ah... Well thank you for your work on this up to now.
I was just looking at these bindings a few days ago,
considering if I should use C++ or D for a little hobby
graphics projects I wanted to look at, and thought I'd maybe
use this
On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX
bindings maintainer. I haven't yet decided on what to do
Am 22.06.2017 um 11:09 schrieb evilrat:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX bindings
maintainer. I haven't yet decided on what to do with dub package[1], b
On Thursday, 22 June 2017 at 09:09:40 UTC, evilrat wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX
bindings maintainer. I haven't yet decided on what to do
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX
bindings maintainer. I haven't yet decided on what to do with dub
package[1], but I'm in favor of completely del
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
A long awaited update - v0.10.0 is out!
Be wary there is still a lot of things untested, and one may
encounter access violation or random crashes.
It is great to see community expanding and
On Saturday, 24 January 2015 at 20:35:23 UTC, Andrej Mitrovic
wrote:
On 5/27/14, evilrat via Digitalmars-d-announce
wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
this is it. i think i can't continue on this one anymore, nor
do
i h
On 5/27/14, evilrat via Digitalmars-d-announce
wrote:
> On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
>> https://github.com/evilrat666/directx-d
>
> this is it. i think i can't continue on this one anymore, nor do
> i have time, nor passion.
Hey, sorry you didn't find an audience for
Aurora is
currently hosting bindings for DirectX and will continue to maintain
DirectX bindings for a the foreseeable future. DirectX 12 bindings will be
provided once they become available.
So if you need current and maintained bindings for DirectX you can find
them on GitHub here:
https://
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
this is it. i think i can't continue on this one anymore, nor do
i have time, nor passion. i've made a lot of work and meet
(almost) no interest. i will be stay in contact, so any pull
request
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
new additions:
+Direct2D [DX9 state] (though still some helper functions
missing)
+DirectWrite [DX9 state]
+DXGI [DX11.1, DX11.2]
+Direct3D [DX11.1, DX11.2]
examples:
+Direct
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
little update: i'm currently looking at some other not yet
converted stuff such as Direct2D, DirectWrite and DXVA(video
decoding). can't say anything for now, i don't promise i will
translate
Am 03.02.2014 10:55, schrieb evilrat:
it has been for a long time since i released this bindings, so i wonder
if anyone uses this in their projects? it would be nice to see some
results of projects using this bindings :)
I'm currently using them. But there is nothing showabe yet. I will keep
y
it has been for a long time since i released this bindings, so i
wonder if anyone uses this in their projects? it would be nice to
see some results of projects using this bindings :)
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:
On 11/3/13, evilrat wrote:
https://github.com/evilrat666/directx-d
Nice!
I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.
MSDN says they recommend not using
On 11/8/13, Andrej Mitrovic wrote:
> Don't even ask about that project though, it's something I /might/ get
> back to at one point, but I'm way too busy with other stuff.
This is referring to dgen, not gccxml.
On 11/8/13, ponce wrote:
> I've been thinking about this for a while, maybe you know about
> SharpDX.
> https://github.com/sharpdx/SharpDX
>
> It parses DirectX SDK headers and provide C# DirectX bindings +
> marshalling code (based on gccxml C++ parser).
If you need
On Friday, 8 November 2013 at 11:37:38 UTC, liyu wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
Greetings,
many of you may notice lack of (up-to-date and working)
DirectX bindings, one may also seen my activity on d.learn sub
forum. so let me announce yet another bindings
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
Greetings,
many of you may notice lack of (up-to-date and working) DirectX
bindings, one may also seen my activity on d.learn sub forum.
so let me announce yet another bindings for DirectX which one
may fork right now from github
rat,
I've been thinking about this for a while, maybe you know about
SharpDX.
https://github.com/sharpdx/SharpDX
It parses DirectX SDK headers and provide C# DirectX bindings +
marshalling code (based on gccxml C++ parser).
I wonder how involved would it be to modify its generation tool
(htt
On 11/8/13, evilrat wrote:
> its already in the bindings
> https://github.com/evilrat666/directx-d/blob/master/src/directx/d3dx11async.d#L79
>
> however i may forgot to add public import this module in d3dx11.
Ah, I forgot to check for updates. Awesome, there's a triangle example
now. Thanks!
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:
On 11/3/13, evilrat wrote:
https://github.com/evilrat666/directx-d
Nice!
I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.
MSDN says they recommend not using
On 11/3/13, evilrat wrote:
> https://github.com/evilrat666/directx-d
Nice!
I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.
MSDN says they recommend not using it (well.. why are they using it in
the samples then?:
http://msdn.mi
i have finished dub transition, git repo should pop up on dub
registry soon.
On Wednesday, 6 November 2013 at 14:44:59 UTC, Dicebot wrote:
On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
also if you look at my repo u can see it has examples
subfolder, should i put package.json there too or it would be
simpler to add custom build script for building all thi
On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
also if you look at my repo u can see it has examples
subfolder, should i put package.json there too or it would be
simpler to add custom build script for building all this
examples?
I think former is expected as it is how Sonke (d
On Wednesday, 6 November 2013 at 14:25:46 UTC, Mike Parker wrote:
On 11/6/2013 6:29 PM, evilrat wrote:
i have added dub package to this bindings, need testing. i
don't have an
idea how it works since dub lacks documentation.
http://code.dlang.org/about
http://code.dlang.org/package-format
i
On 11/6/2013 6:29 PM, evilrat wrote:
i have added dub package to this bindings, need testing. i don't have an
idea how it works since dub lacks documentation.
http://code.dlang.org/about
http://code.dlang.org/package-format
i have added dub package to this bindings, need testing. i don't
have an idea how it works since dub lacks documentation.
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
Greetings,
many of you may notice lack of (up-to-date and working) DirectX
bindings, one may also seen my activity on d.learn sub forum.
so let me announce yet another bindings for DirectX which one
may fork right now from github
On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote:
Hi,
Good work.
While porting header to D you can use:
alias int _D3D_SHADER_INPUT_FLAGS
enum : _D3D_SHADER_INPUT_FLAGS
{
D3D_SIF_USERPACKED= 1,
// others...
}
instead of:
enum _D3D_SHADER_INPUT_FLAGS
{
Greetings,
many of you may notice lack of (up-to-date and working) DirectX
bindings, one may also seen my activity on d.learn sub forum. so
let me announce yet another bindings for DirectX which one may
fork right now from github!
https://github.com/evilrat666/directx-d
please be careful
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