July 2017
Beginner to intermediate
390 pages
10h 53m
English
The CreateDeviceDependentResourceAsync() method should look very familiar, but with one tiny difference:
public async void CreateDeviceDependentResourcesAsync() { ReleaseDeviceDependentResources(); _usingVprtShaders = _deviceResources.D3DDeviceSupportsVprt; var folder = Package.Current.InstalledLocation; var vertexShaderFileName = _usingVprtShaders ? "Content\\Shaders\\VPRTVertexShader.cso" : "Content\\Shaders\\VertexShader.cso"; var vertexShaderByteCode = await DirectXHelper.ReadDataAsync(await folder.GetFileAsync(vertexShaderFileName)); _vertexShader = ToDispose(new VertexShader( _deviceResources.D3DDevice, vertexShaderByteCode)); var vertexDesc = new InputElement[] { new InputElement("POSITION", 0, ...Read now
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