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authorEgor <egor.yusov@gmail.com>2018-02-10 19:53:20 +0000
committerEgor <egor.yusov@gmail.com>2018-02-10 19:53:20 +0000
commitea7e607b9a99483b906ca7ff695ba31529339a62 (patch)
tree67027d513d296abe0acaed46e31dd25373f5ea48 /Graphics/GraphicsEngineD3D11
parentReplaced #ifdef ENGINE_DLL with #if ENGINE_DLL (diff)
downloadDiligentCore-ea7e607b9a99483b906ca7ff695ba31529339a62.tar.gz
DiligentCore-ea7e607b9a99483b906ca7ff695ba31529339a62.zip
Minor updates to readme
Diffstat (limited to 'Graphics/GraphicsEngineD3D11')
-rw-r--r--Graphics/GraphicsEngineD3D11/readme.md16
1 files changed, 8 insertions, 8 deletions
diff --git a/Graphics/GraphicsEngineD3D11/readme.md b/Graphics/GraphicsEngineD3D11/readme.md
index 7a847c14..e3dc65c4 100644
--- a/Graphics/GraphicsEngineD3D11/readme.md
+++ b/Graphics/GraphicsEngineD3D11/readme.md
@@ -11,10 +11,10 @@ The following code snippet shows how to initialize diligent engine in D3D11 mode
#include "RenderDeviceFactoryD3D11.h"
using namespace Diligent;
-// ...
+// ...
EngineD3D11Attribs DeviceAttribs;
-DeviceAttribs.DebugFlags =
+DeviceAttribs.DebugFlags =
(Uint32)EngineD3D11DebugFlags::VerifyCommittedShaderResources |
(Uint32)EngineD3D11DebugFlags::VerifyCommittedResourceRelevance;
@@ -38,8 +38,8 @@ Alternatively, the engine can be initialized by attaching to existing D3D11 devi
# Interoperability with Direct3D11
-Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers
-and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11
+Diligent Engine exposes methods to access internal D3D11 objects, is able to create diligent engine buffers
+and textures from existing Direct3D11 buffers and textures, and can be initialized by attaching to existing D3D11
device and immediate context.
## Accessing Native D3D11 objects
@@ -57,13 +57,13 @@ Below are some of the methods that provide access to internal D3D11 objects:
## Creating Diligent Engine Objects from D3D11 Resources
-* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
+* `void IRenderDeviceD3D11::CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)` -
creates a diligent engine buffer object from the native d3d11 buffer
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture1D *pd3d11Texture, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 1D texture
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture2D *pd3d11Texture, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 2D texture
-* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)` -
+* `void IRenderDeviceD3D11::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)` -
create a diligent engine texture object from the native D3D11 3D texture
## Initializing the Engine by Attaching to Existing D3D11 Device and Immediate Context