![]() TODO: Add more message IDs here as neededĭ3dInfoQueue->AddStorageFilterEntries(&filter) This best practice is demonstrated in my Visual C++ Game templates as follows: #ifndef NDEBUGĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true) ĭ3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true) ĭ3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS, ![]() ![]() ![]() In my original post on using the debug layer, I mentioned several tricks for getting helpful behavior out of the Direct3D SDK debug layer for your applications. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |