Slim Dx Version 4.0 13.43 |link| -
Here's a useful piece of code to get you started:
// Load a texture using (var stream = System.IO.File.OpenRead("texture.png")) { var textureData = Texture2D.FromStream(_device, stream, ImageInformation.FromFile("texture.png")); _texture = textureData; _textureView = new ShaderResourceView(_device, _texture); }
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
static void Main(string[] args) { // Create the device and swap chain var windowHandle = System.Windows.Forms.Application.OpenForms[0].Handle; var desc = new SwapChainDescription() { BufferCount = 1, IsWindowed = true, ModeDescription = new ModeDescription(800, 600, new Rational(60, 1), Format.R8G8B8A8_UNorm), OutputHandle = windowHandle, SampleDescription = new SampleDescription(1, 0), Usage = Usage.RenderTargetOutput };
// Main loop while (true) { // Clear the screen var renderTarget = _swapChain.GetBuffer<Texture2D>(0); var context = _device.ImmediateContext; context.ClearRenderTargetView(renderTarget, Color.CornflowerBlue); Here's a useful piece of code to get
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip; context.InputAssembler.SetVertexBuffers(0, new[] { new VertexBufferBinding(_device, sprite, 0) });
Keep in mind that you need to have the Slim DX 4.0 libraries and the DirectX SDK installed to run this code. Also, error checking has been omitted for brevity. _texture = textureData
class Program { private static Device _device; private static SwapChain _swapChain; private static Texture2D _texture; private static ShaderResourceView _textureView;


