
#CREATE DXGI FACTORY 2 ERROR D3D11 WINDOWS 10#
Fallback from WR to D3D11 Non-WR compositor without re-creating gpu process. You can hit a number of issues when mixing the legacy DirectX SDK headers with the Windows 8.0 SDK, Windows 8.1 SDK, or the Windows 10 SDK.
#CREATE DXGI FACTORY 2 ERROR D3D11 INSTALL#
A lot can be translated back to windows 7, but I'm not interested )Īs a second side note, I'll try to avoid to wrap code into any class/framework, you are free to choose your programming model yourself (raii, exceptions, init. I did it, game now launch, I select to load save, and on loading, skyrim stops responding (music still plays tho). NSWARNING(Failed to acquire a DXGI adapter for enumerating outputs.). Create Dxgi Factory 2 Install Directx 2 Create Dxgi Factory 2 Windows 7 Right Now Make use of of the debug edition of DXGI.DLL will supply rin-time debug result with additional information.

So since it's the first post, let's try to do things in order (for once), and learn about the very first unit, which is central to D3D11, the device.Īs a side note, those posts are designed for Windows 8.1 / DirectX11.2. Setting up a small framework takes time, since we need to set up a reasonable amount of options to have a working pipeline, we can't call glQuad and have a rectangle on the screen )Īlso it's generally easy to use default presets (or NULL, depending on API calls), but doing so will limit your possibilities quite fast, so it's better to think about it up front. There's not so much documentation about it, and I've seen the same common mistakes (or posts in different forums) made over and over again, so I thought it was time to do something about it )ĭ3D11 API is large, there are many samples around, and many options, ways to do things wrong. One thing you could try is to open up the appropriate header files and see which format's enumeration values can match one another (if any).


After a little while, I decided to start posting about DirectX11 API. Since D3D11 is based on DXGI, I would expect the formats to be considered different from the D3D9 ones even if they are bitwise compatible.
