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Few questions about D3D11/12 & OpenGL

Okay so I haven't received my device yet. I've just been preparing a mountain of C++ code from my codebase to be compiled in windows.

However, I have some very fundamental questions about how all this will work. I'm assuming I just draw to a 3D context with a black (0,0,0,0) background right? And then the SDK will give me some kind of 4x4 matrix every frame that I can incorporate into my viewing transform?

In other words, is there any reason at all why I can't just use angle (http://www.nuget.org/packages/ANGLE.WindowsStore/) and not worry about rewriting all my OpenGL rendering code?? Someone else here mentioned that angle wouldn't work without more work being done to it. Why? Does hololens need some additional hooks into the D3D11 code to work? I'd really really really prefer to use angle here since my D3D12 rendering system is nowhere near as complete or stable.

I'm trying to figure out exactly how the hololens system fits into my existing codebase.

Best Answer

Answers

  • mlfarrellmlfarrell
    edited April 2016

    Ah I see. I had completely forgotten about the stereo rendering. So it looks like OpenGL via Angle isn't gonna work. The lack of dx12 support is really frustrating to me. Having to write yet another backend to my rendering system just for dx11 is going to eat up so much of my time. I'm tempted to modify angle myself to reflect the stereo-specific stuff that I've read in the sample - unless someone else does (please MS do this). I have until wave 4 until I get my device and an angle with hololens support by then would be fantastic.

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