Closed shoshiberko closed 4 years ago
Many of the DirectX Tool Kit classes rely on GraphicsMemory
to manage temporary space for dynamic submission.
The most likely cause is that you are failing to call Commit
on the GraphicsMemory
instance after your Present
. See the wiki.
Thank you @walbourn, it works!!! In the same issue, when the spriteFont in size 10, the font's quality in the render image isn't good, is there a way to do it better?
Raster fonts generally require you pick a size that's a good match for your resolution.
If you need higher quality text drawing, you should look at Direct2D/DirectWrite interop which is a vector-font solution.
I tried to use DirectXTK12 in order to draw text in Directx12. The text is actually drawn, but the problem is that the memory increases, with each execution of the line: m_spriteBatch->End(); In the Render code, until eventually the program crashes. Your help will be much appreciated @walbourn .
My code:
Init the font once:
Render
In destructor destroys font's elements :
The BUG: