Comments (1)
Hello, sorry for the complications.
The debug configuration tries to create the device with D3D11_DEVICE_DEBUG flag, but if you have Windows 10, you have to install the graphics debugging layer to get it to work. You can also just build a release build (it will be much faster than debug), or comment out the 1330th line in wiGraphicsDevice_DX11.cpp (the one with the D3D11_DEVICE_DEBUG flag specified).
See this stachoverflow question for further detail: http://stackoverflow.com/questions/32809169/use-d3d11-debug-layer-with-vs2013-on-windows-10
For the demo project, I hadn't updated it yet for the current engine version, but I will correct that, sorry.
Thank you for being interested in this repo! :)
Please note, currently it should only be used for learning purposes, not professional production. :)
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Related Issues (20)
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