Jump to content

Using Deferred Context for App Class


photo

Recommended Posts

Hi there,

For solving some real time loading issues of Unigine 2.5 world, we are trying to send deferred context (ID3D11DeviceContext) to UnigineApp.

m_spUnigineApp->init( pDXGIAdapter, cpD3DDev.p, cpD3DDevDeferredCont.p);

cpD3DDevDeferredCont is a deferred context. Will it work? As Unigine Loads correctly but on world load we get following errors.

14:44:49 Unigine~# world_load realiagraphics\transition\1080-50i\fullscreen\fullscreen
14:44:49 D3D11Ffp::render(): can't map vertices buffer
14:44:49 D3D11Ffp::render(): can't map indices buffer
14:44:49 D3D11Ffp::render(): can't map vertices buffer
14:44:49 D3D11Ffp::render(): can't map indices buffer
14:44:49 Loading "realiagraphics\transition\1080-50i\fullscreen\fullscreen.cpp" 5ms
14:44:49 Loading "FullScreen/materials/FullScreen.mat" 5 materials 1ms
14:44:49 Loading "FullScreen/properties/transition.prop" 1 property 0ms
14:44:49 HRTF not enabled!
14:44:49 D3D11Ffp::render(): can't map vertices buffer

Please suggest. Is it good thing or Only immediate context is required by Unigine.

Regards,

Rohit

 

Link to comment
×
×
  • Create New...