RobJellinghaus wrote:
Wondering if the toolkit yet supports loading 32-bit RGBA textures as PNGs? And is there an equivalent of SpriteBatch? I just checked out the sources and I don't see a SpriteBatch class. In fact even SharpDX.Toolkit.Graphics.GraphicsDevice seems to have no methods for texture drawing -- yet this is something that people expect to be simple. Did I miss the convenient way to do it in the toolkit?
As it is explained in the news, the Toolkit is in development phase, not even in alpha, so texture loading as well as effects are on the way, but not yet implemented.
Texture drawing with Direct3D11 cannot be done without an effect or a shader. Once effects are done, It will be quite easy to implement a SpriteBatch.
RobJellinghaus wrote:
...and I see that I must catch up if I'm going to hang with the big dogs (I know you are actually human), because SharpDX.sln won't load in VS2010. Downloading VS2012 RC1 now....
Hm, ok, I thought that VS2010 was able to open solutions saved on latest VS2012, even if VS2012 is not installed, but It seems not (It seems that I can open SharpDX.sln on a computer that has both VS2010 and VS2012).