I'm trying to access the ReadDataAsync() function to get a pointer to the compiled shader byte data to pass to CreateVertexShader(). I am trying to do this on windows 8 desktop in directx 11.
This function exists in the windows 8 metro development side of things in the header file DirectXHelper.h. However, it is my understanding that DirectXHelper.h does not exist on windows 8 desktop development (written in standard c++).
I am trying to duplicate page 21 of http://d3dcoder.net/Data/Resources/d3d11Metro.pdf
in windows 8 desktop, and not windows 8 metro.
Does anybody know of how I could accomplish this? Or an equivalent of the function ReadDataAsync()?
Related
I am writing code in C++ and I need to detect if I am on Windows 11.
IsWindowsVersionOrGreater is an API I got that is to detects windows versions.
LINK
VERSIONHELPERAPI IsWindowsVersionOrGreater(
WORD wMajorVersion,
WORD wMinorVersion,
WORD wServicePackMajor
);
What should be the argument to detect windows 11 from this API?
Need:
Windows 11 UI is different than Windows 10. Our code needs to detect windows 11 and use different UI elements and if it's below use different UI elements. We don't use windows UI elements directly but our own custom UI elements. We need to detect wins 11 and then make conscious decisions based on that. Kindly help me detect if its win 11 –
Hence we need to detect.
I'm porting a C++ game to Windows Phone 8. In iOS and Android I use the сurrent language name to select internal game resources (en, de, es, etc.). How I can get the current system language in Windows Phone 8 from C++?
For C# there is .NET solution with CultureInfo.CurrentUICulture, but it's inaccessible from a C++ Windows Phone 8 application.
You should use GetUserPreferredUILanguages API for that.
Here's a sample.
shown in image and let me know which option to create window phone app visual c++
You can't do that. There is no adequate option to create regular Windows Phone app only in c++. If you'll create Direct3D app with XAML - all interface will be in c# with Direct 3D view in Direct 3D with c++. If you'll create Direct 3D native only - you'll need to create all interface by hands. There are a lot documentation pages.
Native code on Windows Phone 8,
C++ support from Windows Phone 8,
And right here, at SO -> Is it possible to program for Windows Phone 7 in standard C++ only? (with answer about Windows Phone 8)
There is no pure C++ template for Windows Phone, only project templates for game development are supported. This is due to the XAML architecture differences between Windows 8 and Windows Phone 8. While the former uses WinRT controls for XAML thus enabling projections for C++, Windows Phone 8 XAML is still the Silverlight runtime which is not projected into C++ and is based on CLR.
I can't seem to find any documentation on how to handle touches in a purely native C++ Direct3D application in Windows Phone 8. Has anybody managed to get touch input in to their game? Everything I read online is either related to XAML/Silverlight or desktop metro apps. i have been told by many people at Microsoft that this feature is supported so i know that it can be done
I think at some level your C++ Direct3D app on Windows Phone 8 (or Windows 8) will be using CoreWindow.
CoreWindow has pointer events:
http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.core.corewindow.pointerpressed.aspx?cs-save-lang=1&cs-lang=cpp#code-snippet-1
Which are available from C++ as well.
We get an app that was working fine until update Windows from Vista Home Basic to 7 Home Premium. We use mscomm32.ocx to control serial port, but it seems it's not supported for 64 bits OS.
Each time we try to read the port: Thisform.msCommControl.Input We got the following:
OLE IDispath exception code 0 from MSComm: Error reading comm devide
We've made a lot of unsuccessful tests. Does any one know how to fix this problem?
The solution is to use an updated control that is contantly under development so newer Windows are also supported. ADONTEC's SuperCom ActiveX is a MSComm compatible ActiveX that developers use for many years in order to replace the MSComm. It is compatible with 32 and 64 bit of Windows 2000/XP/7/8 and Windows 10. You are almost done in few minutes. In many cases the application runs not only faster but is by far more stable and it also offers by far more functionality. See more info here.
that MSCOMM32.OCX will not work with Windows 7 64 bit machines. However, strange as it may seem I have a VB6 program controlling equipment from a virtual comm port (USB ~ serial converter)
It works fine on windows 8.64 bit machine.
The only thing is that the converter driver had to be modified to run on 64 bit.
If you are using a real com port that doesn't matter.
Try it on a 64 bit machine with Windows 8