So I would first like to say i'm still quite new at d3d11 so sorry if this is quite a stupid question.
The problem I'm having is I'm following the tutorial at DirectXTutorial.com and in one of the lessons we need to render a single frame to a certain background color. He chose to use devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));. The problem with that is D3DXCOLOR() uses a header that no longer exists (I think D3DX10Math.h) or it doesn't on my version of the directx SDK.
So the question I have is is there another way to render what I want onto the screen using devcon->ClearRenderTargetView() but replace D3DXCOLOR() with something else? Or should I use something totally different. Thanks in advance for the help guys.
I believe I have the June 2010 version of DirectX SDK if that helps.
EDIT: After some searching on MSDN I can up with something like this (Remmber I'm still learning that's why I got so many comments to help me remmber ;p)
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void RenderFrame(void)
{
// Declares a texture color
const FLOAT Mycolor = D3DCOLOR D3DCOLOR_COLORVALUE(0.0f, 0.2f, 0.4f, 1.0f);
// Clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, &Mycolor);
// Do 3D Rendering on the back buffer here
// Switches back buffer and the front buffer
swapchain->Present(0, 0);
}
So it seems to be working (Except its a dark red instead of blue...) just wondering if thats the right way to do it or not.
So this doesn't compile for you with DirectX 11? (I haven't written any programs using DX11 so far, so I wouldn't know)
In a book I have for DX11 (Sherrod and Jones' "Beginning DirectX 11 Game Programming"), I see that in a sample program for DX11 initialization the authors use a float array like so:
Yes I switched to using a floating array also like in your DX11 book. I just find it kind of wierd that I dont have the D3DX10Math header file. From what I have been able to find is that the new DX thats included with windows 8 no longer using the D3DX10Math.h and some other headers.
I'm pretty sure I'm using the June 2010 SDK since that is what I just downloaded and I dont have windows 8.
Yes, a little research on my part right now shows pretty much the same result, apparently the new(er?) version of the DirectX SDK that accompanies Windows 8 doesn't include certain (or all) D3DX- related features.
In my system, having the June 2010 SDK (I use Windows 7 and I don't have the Windows 8 SDK or the DirectX version that comes with it), I find D3DX10math.h here: